Look around animations left/right are doing abnormal movements with feet. Blender to unreal flow.

Hi I was wondering if anyone might know what is happening with my animations when importing to unreal from blender, and blending them together in a aim offset for my “look around” blends.

Blender:

But in unreal, his feet will do a little tip-tap when in an aim offset.

His feet are planted in every single one of my baked blender animations before I export the FBX over to unreal, the look around action/animations are all single frames during export. The guide that im following had me make the aim space use additive animation type “Mesh”, and im using my idle animations 0th frame with the option “Selected animation frame”. I’ve noticed that if I set the additive animation type to “Local” it will fix the way the feet look in the individual animation action/asset, but it will make the mesh in my aim offset UI completely disappear and break. Im willing to post any needed information to resolve the issue if anyone out there would lend some insight.

This turned out to be a weird artifact of my bone constraint bleeding over from blender some how. In my animation in blender, the bones were locked into position, but when putting them in an aim offset in unreal would make the constraint issue become apparent. The trick was just to redo my animations so that the bone constraints were no longer pulling on the hips/feet of my armature.