Blender character scaling animations deforming differently in UE4

When I export my characters animations from Blender to UE4, the animations deform differently on UE4 compared to the original one made in Blender.

I was able to setup a minimal example to demonstrate the problem. As can be seen in the video bellow:

https://res.cloudinary.com/vibrunazo/image/upload/v1544979294/etc/bleuegif.webp

[The .blend file for this can be downloaded here.][2] It was made with Blender 2.79 and exported with the settings in that file. Then imported into a brand new empty UE4.21 project.

The only keyframing done in Blender is scaling the first bone “bone1” in the hierarchy in the global Z axis (up), which then scales all its children along the same axis. But in UE4, each child bone inherits the scaling differently depending on their local rotation. Which causes the animations to deform differently from the original.

Is this a bug on the export/import process due to both software handling scaling differently? Is there any workaround I could have in the mean time to make sure my animations in UE4 always look exactly like the original ones I made in Blender?