So a few assumptions.
You know what you are doing with IK, and you know that OOP in animBP matters a lot.
Move the ssocket used for trace to the ball.
add a float for heel length.
If you do not have one, add a float for shoe height.
Get into your IK math and offset the hit by the shoe height.
on the hip result too.
Add to the hip the value of the heel as well.
This moves the body up and causes the character to float - if you stop solving anyway.
Apply after the leg IK the additive for the heel, this shifts the point of the cast to where it should be - so make sure you took the heel height values from the animation! The more they match, the better it will look.
If you haven’t done so already, make the precision of your IK solvers Very low (Integers work for me).
The lower the precision of the solve, the least snapping it will cause - as a very general rule of thumb for any IK.
a result within 2cm is usually not visible as an error on most third person views.
last but not least, consider adding an additive for walking in heels to modify the base walk cycle when heels are worn. It may be easier then shelling out a specific animation.
If you don’t know what IK is, then maybe you shouldn’t be overly concerned with heels or no heels…
Just make your specific animations for walking with the heels, and it will probably be good enough.