Recorded animation time different from original

I have now tried to record a looping animation several times and after failing to get the animation to loop again, i finally noticed that i can’t get the excact same time on my recorded animation as my original, even though they have the same number of frames. Anyone seen this before and can explain it?

I’ve made a video of it here to show what i talk about. I’ve also reproduced this problem with one of the Free ASP animations.

So in short: Is this a bug or me doing something wrong?

i’ve posted a followup to the previous video here: UE4.10.1 - Animation timing issue ellaboration - YouTube

Can someone from Epic please take a look at it and comment if this is me doing something wrong or it’s actually a kind of a bug? Or also something we can get a better implementation for.

In the video i also show how i export an animation with current translation retarget settings, but also run into problems with that, because i need to trim the resulting animation which then causes the animation not to loop seamlessly anymore.

Closing this post as pr. Matt’s answer here (since this was a dublicate):

https://answers.unrealengine.com/answers/372198/post.html