Rescale Blender Animation for Unreal WITHOUT Keyframing or plugins
Text only instructions to save time if you know what buttons to hit:
1- Change scene scale to metric, 0.01, centimeters.
2- Parent Mesh to Armature.
3- Parent Armature to an Empty.
3- Scale Empty to 100. DO NOT APPLY SCALE TO EMPTY OR ORIGINAL ARMATURE.
4- Duplicate Armature, we'll call it "New." The original armature with the animations we'll call "Old."
5- Remove Parenting from New (so it's no longer a child of Empty.)
6- Scale New back up 100x.
7- APPLY SCALE TO NEW.
8- Clear Pose Constraints on BOTH Armatures IF you have world constraints (Don't clear your IK chains, but if you use "Copy Location World Space" from something else, you'll need to clear those.)
9- Push pose to Rest Pose on New.
10- Add "Copy Location" and "Copy Rotation" (World Space) Bone Constraints to New. Copy the LocRot of each bone in Old that needs to be updated. (If you use IK, you can just set the IK target and pole, then ignore the chain bones.)
11- Add a new action to New. Name it whatever. We'll call it "New Action."
12- Add at least one keyframe to New Action at frame 1. Doesn't matter what pose it is.
13- Here's where it gets good: In OLD, select the active pose you want to export. Under OUTPUT PROPERTIES, set Frame Range to match the animation's frame range (frames 1-19, for example.) Now Deselect OLD and select NEW. Export it.
14- Import to Unreal with Default settings (be sure to tick "import animations" for "exported time." You may also want to "Force X Front Axis" under miscellaneous.)
You're done. It'll export the animation from OLD on NEW, and the scale will be correct in Unreal Engine. Just repeat steps 13 and 14 until you've exported everything.