IK bones animation breaks after import to ue4 (ue4 mannequin skeleton)

I create custom climbing animation in maya using old ARTv1 rig. Im export animation to fbx format and after that import that fbx to ue4. All looks good, but all ik bones group has broken animation. Some bones only rotating wihout any move, some bones completely frozen. For experiment im import one animation from Kubolds anim pack, and have same problem. Who know how solve this problem?
here fbx in maya
case5
here imported animation in ue4
case6
important note: in import setting i set reference skeleton to standart skeleton in TPP example project. If i import new skeleton to project and after that import animation referenced to new skeleton - issue was solved. But my skeleon 100% equals to TPP exampple skeleton!

For experiment i load AnimStarterPack in empty project and import my animation. Ik bones now works right. Issue happends with TPP example project skeleton. Maybe some project or skeleton properties in TPP project causes this issues? For me issue was solved but not 100%, because i dont understand why issue happends in TPP example project.

Hey friend, hows tha motion matching project going?

Hi. Now im develop climbing system for this. Locomotion part now looks much better then last video demo.