Hey
I did not know that UE4 wasn’t currently supporting 2016, unfortunately neither 2014/2015 or 2013 yielded different results, nor has baking everything before leaving Maya.
I was however able to recreate the motion in Maya. If I export the .fbx from Unreal, import it into Maya, double the length of the animation (adding a frame between every key), and then play it back at 60fps. Even set to linear interpolation, the joints move every frame, and jump back to their original position on every key.
This is making me think they must be inheriting this motion (from where I’m not yet sure), which means it’s not actually an issue with Unreal, but a problem with the rig in that Maya file.
Thanks very much for the help though!