FBX Animation from Maya looks different in Unreal Engine

In Maya, the character’s hands are in IK and they move to the ground. When they stay on the ground for about 50 frames, they and are not moving at all. I export the animation as an FBX file and import this into Unreal which works fine. I play the animation in Unreal and the hands are jittering on the ground when they should be static. Is there anyway to fix this so the hands stay in the same position when they on the ground without any jittering? Many thanks!

It could be due to error that accumulates throughout the skeleton hierarchy. This probably happens with feet as well but it’s less noticeable since the hierarchy towards the feet is less bones.

With hands it has to also go through the spine and clavicles, and by the time the hands are positioned the error accumulates enough to make them appear to jitter.

You might want to explicitly position the hands with IK in the anim blueprint itself. Your animation should have the hand ik bones at the same spot where you animated them in maya and the explicit IK in engine should solve that. It’ll be slightly annoying since you have to do some extra setup.