Optitrack Livelink animation not being tracked correctly in UE5.

I’m using UE 5.5, Optitrack 2.3 and both Optitrack and Livelink plugins. SK_Mannequin is assigned to an animation blueprint that plays a motion capture sequence recorded in Optitrack. To have the skeleton animate in Unreal, the optitrack documentation then says (in very broken english):

“To animate the Skeleton in real time click the Animation Blueprint from earlier. In the Details pane under the skelteonLive Link Skeleton Animation”. After you add that component the mesh should start animating."

Nothing changes when I do this. (Also the option was in the default detail panel, not within the blueprint editor as stated above). Switching to 5.4 also doesn’t solve it.

Additionally, both rigid point and skeleton animation played in UE5 are locked to a single point, making object location transforms from the original recording impossible to replicate within Unreal. Rotations, however, are animated just fine.

Does anyone know the solution to this? Been stuck in the mocap lab for hours, it’s driving us insane. Trying with 5.3 currently.