Issue with imported Skeletal Mesh (Rigged/Scaled to UE Mannequin)

I got a mesh from the Unreal Engine marketplace and when I retargetted the animations to work with it, it caused the mesh to lift off the ground for all of my animations. This is my first time using UE5, and never had an issue doing this in 4, but I keep having it with all new Skeletal Meshes I retarget. The only difference I see is that the IK bones don’t have the bone icon next to them, and they do with the UE4 mannequin.

The only temporary solution that works is when I apply an additive to the animation and use Skeletal Reference Pose, it fixes the issue in the editor but I can’t use the additive in my BlendSpace so it doesn’t work in-game. Also RootMotion on/off didn’t change anything.

I added some pictures to show what it looks like in the editor, but I’m really confused, this issue hasn’t ever happened before.

Any help or advice would be greatly appreciated!