Importing the fbx works fine.. there are 2 materials and the character is large as yuo say and is lying flat on its face lol.
This is because Skyline has Y Up whereas unreal has Z up.
You can fix the rotation in the mesh editor, by selecting in the scene, import into mesh editor and then use -90 on the rotation angle and -1,0,0 on the rotation axis for negative X axis. Then hit save in the mesh editor.
In the main view, select character and press the Refresh entity button that looks like an E on the main toolbar.
You should see the character with the correct rotation now.
To scale, do as in previous post. it seems around 0.01 is the scale variant. We use 1m = 1unit whereas unreal must be using 1unit = 1cm
as for adding animations, FBX animation files can be added using the mesh editor or imported onto the character at import time with a naming convention of:
or if the animation is all on one track, then you can split an animation in the mesh editor using a text file.