Most likely, after the model with the skin is "applied" to the prepared skeleton, you need to save the file in smd format again, so that the model (mesh) matches the size of the skeleton, and then apply the script for animation movement to this smd.
For now, I've managed to solve the problem at the import stage in Unreal Engine by multiplying the Scale parameter by the difference between the sizes of the skeletons. Later, I'll think about what can be done with the Move animation; ideally, I'd like to find a way to make the FBX animation play "in place" without intermediate conversions to SMD.