In the picture above I have applied an animation that I retargeted to an Apex rig, edited then exported out as an FBX. When using the bone deform node to view the animation on the mesh this is the result. I did solve the issue inside of Houdini by checking the Normalize Joint Scales. However, when using this animation in Unreal Engine on the same mesh the problem persists.
Now my apex rig was created using the auto rig builder node with the same mesh that was imported using a FBX Character Import node. I've tried multiple setting configurations but no matter what I do, the result is the same. The animation when applied to the mesh it is for explodes the mesh.