Animation importing with 29 frames instead of 30

For some reason when I import a walk cycle from blender, instead of importing the full 30 frame animation, it only imports 29 of the frames, this causes the walk cycle to jerk at the end of each loop.

I have tried checking the “use default sample rate” box and it does nothing, i have tried setting the animation length to exported time, animated time, and set range and it does nothing.

I have imported the animation into blender to see if its exporting wrong and it works fine so there’s seemingly nothing wrong with my export

I also tried importing an older walk cycle of mine that I know imported fine before, and it has the same issue, so Im thinking it has something to do with the import settings but I have tried everything i can think of

Your cycle is probably wrong.

The first and last key of your cycle need to match exactly because the last frame on an imported animation has a time of 0.

You could have set up your import to skip a frame.

Or you could have setup your export to skip exporting the last frame.

Either way, check the in depth settings of the import. Its not uncommon to forget you changed something like an Axis and be puzzled by the result…

Ps: your frame count on a walk cycle is also technically wrong.
Should be around 24 all in unless you are doing something extra special like skipping mid step…

In unreal the FPS doesnt really matter either.
So long as you have 24 clean frames you can offset the animation speed with 100% fluidity.

Interestingly I just tried importing it into a fresh ue5 project and it still misses the frame, but again it works fine when I reimport the animation into blender, it loops perfectly in blender

Blender works differently frame wise.

Still - you doubleckecked and reset all of your import settings with no fix?
Can you spot precisely which frame you are missing (start or end?)

A temporary fix would be to add a frame in blender, you just need to know if leading or trailing…