Issue with camera attached to socket for animation

Hello, I am new to unreal and I want to try to develop a little fps game. I made an arms skeleton and mesh along with a weapon, did some animations and imported them to UE5. As I animated to camera to mimic the recoil when firing, I attached it to a socket.

But I have an issue, the camera shake is different between “use animation asset” and “use animation blueprint” on the arms mesh.

Using the animation asset to preview the animation, it looks fine, just how I made it in blender. But when I use my animation blueprint, the camera gets back to original position only when the whole animation is finished.

Here is a video of the issue :

Do you have any idea on how I could fix that please ?

Thank you for reading

It would help if you showed us your animation blueprint. My guess is, that your idle and firing animations don’t end up exactly at the same point/rotation. If that is the case, you should make sure, that both animations start/end with the camera parent bone with the same location and rotation using Blender.

here is the animation blueprint

The locomotion state machine handle transitions between idle and walk states. And the GunSlot contains the animation to play when firing.

The bone camera is on the Skeletal mesh on my arms, the gun is another mesh so I don’t think its an issue with blender

forgot to post the event graph

Also this is the transform applied on the camera on blender :

On frame 8 I set it back to original pose

Sorry the website won’t let me update my posts…

Bump, I am still stuck with this…

I would go with simplifying the problem, disconnect and animate the camera separately not directly on the character skeleton.