Imported skeletal mesh animation rotation issue (quaternion issue?)

Hi,

Ive been importing fbx skeletal meshes that ive extracted from a game into unreal engine. Everything has been mostly fine however there are some skeletons that exhibit something that looks like a quaternion issue

Here is a video showing it:

Firstly, i can confirm that the animation works fine in blender, so that makes me believe it is an import issue.
I also tried importing with some different options such as making sure ‘preserve local transform’ is on, however that did not fix the issue.

In this animation im working with (and if you refer to the video link), you will see that the fragments of the character spasm twice. The first spasm have the following loc/rot values:

So here we see that the first spasm occurs when the Y rotation is in the range (-1, 1) however im not sure what i should do to repair this? This smells like that common 3D rotation issue where objects spasm for a brief amount of time but i’m not advanced enough with UE4 to work out how to fix this

It would be nice to have some solution that doesnt involve me doing some sort of manual repair to the armature in blender, but rather a settings fix in unreal.

Hi, did you ever resolve this?