When opening animations made in 5.5, Unreal 5.6 automatically changes the rotation keyframe values, even without any edits. This results in a different pose.
Manually copying the values per Axis from 5.5 to 5.6 fixes the issue ( too many controllers )— meaning the error lies in the automatic conversion done by the new version. It does that on other then FK controllers, from our initial tests. We tried to export a json with the keys from 5.5 to 5.6, but transfers not working, ex: ( in 5.5 a controller is called : L Arm:IK and in 5.6 L Arm / IK ) also they are not in the same order, so we are scratching a bit our head around this since it’s blocking our animators to keep going on their multiple shots. Also the constraints didn’t follow thru.
HELP!