Metahuman exported animation does not match in-engine

I’m currently animating the metahuman blueprint via sequencer and exporting the resulting animation as FBX in order to simulate cloth to apply over the top, however the exported animation does not match the in-engine result, I’ve imported the exported animation as a new skeletal mesh in order to demonstrate the mismatch as well (original metahuman BP animation is in color, the imported animation is in grey):

As you can see the main issue is that the arms are a few degrees out from where they’re expected which causes the writsts to undershoot the sleeves of the cloth sim, but there are subtle mismatches throughout the skeleton.

Any help would be much appreciated,