[Ask CC 3.8] AnimationClip change old size when changed Frame

hi,
If anyone knows about animationClip, please let me know.
I am creating a function used to create animationClips passing in image parameters.

My code works, but I’m having problems, even though I updated its size to 48x48 (the images for animation are 96x96).

When exported to the screen, it displayed 48x48, no problem at all. However, when I start animationClip, its size returns to 96x96.

So how do I turn off this auto-change mode, or make this attribute default to the parent NODE.

Here is my code:

let getImg = async (name : string, path : string = 'int04') => {
    return new Promise((res,fai) => {
        cc.resources.load(path+"/"+name+"/spriteFrame", cc.spriteFrame ,(err, texture) => {
            // change size
            res(texture);
        });
    })
}

let createAnimationArray = async(parent, list: any, speed:number = 0.1, loop: boolean = true, path:string = 'int04') => {
    return new Promise(async (res,fai) => {
        let arr = [];
        let pro = [];
        for(let i = 0; i < list.length; i++) {
            pro.push(getImg(list[i], path));
        }
        let data = await Promise.all(pro);
        for(let i = 0; i < data.length; i++) {
            let texture = data[i];
            // create a new spriteFrame with texture and change size 48x48

            let spriteFrame = new SpriteFrame();
            spriteFrame.texture = texture;
            arr.push(spriteFrame);


        }
        
        let node = new Node();
        node.addComponent(cc.Sprite);
        parent.addChild(node);
        node.getComponent(cc.Sprite).spriteFrame = arr[0];
        node.getComponent(UITransform).width = 48;
        node.getComponent(UITransform).height = 48;
        let animation = node.addComponent(Animation);
        let clip = AnimationClip.createWithSpriteFrames(arr, 60);
        clip.wrapMode = loop ? AnimationClip.WrapMode.Loop : AnimationClip.WrapMode.Normal;
        clip.speed = speed;
        clip.name = 'animationc';
        animation.addClip(clip, clip.name);
        animation.play(clip.name);
        animation.playOnLoad = true;


        res(node)

    });

}

Thank you very much.