Metahuman skeleton transforms issue in Maya

I imported my metahuman rig to maya so I could create custom groom and noticed that when I export the groom to ue, it’s always like two points higher than should be. It’s creating groom binding issues. I noticed that when I open f_med_unw_body_rig the skeleton transform is correct. However when I open metahuman bernice_full_rig, the whole skeleton is moved upwards so it fits the flipflops geo to the ground, instead of legs. This is the model that I used to create my groom, since it includes the correct face, but the position is wrong.