Character and Hoverboard Animation out of sync when using IK / Blend by bone

Hey all, I hope someone has an idea how to solve this issue:

I bought a character/animation pack where the character and her hoverboard are two seperate skeletal meshes each with corresponding animations that match up.

Now the problems come when trying to use IK on the character and also trying to use animation blending so I can for example run and punch at the same time.

Here are two example animations:
anim_01
anim_02

Now if I play them both on the character in game there is no problem:
inGame01

Now here is my character animation blueprint where I activate blending by bone and foot IK:

In game there is now a disconnect between the animations, i guess this happens because the blending of character animation by bone and by having the character standing slightly differently due to the foot IK:
inGame02

Is there any way to fix this or is this a shortcoming of how the asset pack handles the animation (two seperate meshes with seperate animations instead of attaching the board to a socket on the character??)

Any help would be much appreciated!