ZBrushCentral

Does everyone use incorrect scale in zbrush for unreal 4 then?

Hi guys, I have a question about using correct scale in zbrush
this tells me zbrush likes to automatically rescale models to fit something like 2x2x2 zbrush units
http://www.zbrushcentral.com/showthread.php?168239-Scaling-Issues-(GoZ-Blender-Max-etc-)-Solution-and-explanation

Is this something everyone uses or do artists try to use real scale for the intended program in zbrush?
I have a human sized model scaled for use in unreal engine 4 (which is cm in maya) and i have the export settings set to 1 in zbrush, and it matches the correct size in maya and ue4.
But this model is huge to the point of being unworkable in zbrush, transpose masking doesn’t work and scale works in tiny increments and the default grid is very small.
So it seems like its impossible to work at the true scale of unreal 4 in zbrush and everybody is forced to have there model automatically scaled to around 2x2x2 zunits?

I’ve always been taught its important to work at your correct scale across programs, so is this normal? or does anyone have experience with this, or any thoughts?

Currently I’ve scaled my model down to 0.10 of its true scale in zbrush simply so zbrushes tools will function properly.
But this seems messy and bad practice to have to take care that scales match across zbrush>ue4.