Dimensions vs Scale without affecting animation Before the issue:

For the past few weeks I've been doing a few animations on a Character with an Armature, with a pretty good certainty that I had the scale at 1. 

Turns out, somehow in the middle of the process, (despite not being changed in size / scale since its creation) the Armature ended up with a similar scale to the character - which was set to about 0.10.

Probably happened automatically during the parenting and I didn't notice it?

I've been trying to come up with solutions to change their scales back to 1 without affecting the animations and I recently found out that 


using ALT + S does exactly just that.


Current issue:

However...

I now have the issue of having - although properly scaled meshes and armature - really huge dimensions on both.

If I would export this into UE4 it would be ridiculously large.

On the same note, although having the same size and (now) scale, my Armature has nearly 13m in height while my mesh has only near 3?

Question 1: Does this difference in dimensions affect anything during the export?
Question 2: How can I change these dimensions without affecting the animations in any way?

Would really appreciate the help!

TL;DR: I've tried Applying Scale. Scale and Rotation too.

But I only found ALT + S to help with the Scale without affecting my animations and now I have huge dimensions on my mesh and my armature. 

How do I change these without ruining the animations?
apply scale and rotation


CTRL + A


las dimensiones no se cambian, solo puede cambiar la escala