Populate AnimSequence with scaled FBX

I’m supporting a plugin that allows importing of animation data. Currently, we have 2 modes. A “live playback” mode, in which we use an asset editor window, posing the scene using FAnimNode_ModifyBone. We also have an import mode, which creates an anim sequence and adds key data using the controller and FRawAnimSequenceTracks.

We’ve found a bug where that if the skeletal mesh is imported with a Offset Uniform Scale of 100, the resulting animation is incorrect. They appear to be out by small factors. This issue does not occur with our live playback, only in the anim sequence. It does not occur if scale is 1.

So far, I’ve validated that the transforms in both versions match and appear to be correct. The only functional difference is that the Modify Bone requires the data to be relative to the base transform (bone space), and the Bone Tracks require inclusion of the base transform. My guess is that there’s compounding rounding errors that are getting exaggerated with the bigger scaling factor.

Does anyone have any ideas on how to resolve this?