Skeletal Mesh shifts slightly when animation plays and stops

Hi all,

I have an issue with one of my animations. I have a stack of boxes and shelf that get tipped over. I animated this in Maya. I have it triggering in Unreal using the trigger box which triggers a sequence. I have the sequence set to ‘keep state’ when finished.

However whenever the animation is triggered the mesh shifts slightly and then shifts back when the animation stops. I’m thinking it’s something to do with the root settings but no matter what I try I can’t seem to fix it, has anyone encountered this?

Many thanks in advance,

Peter

EDIT: I’ve discovered how to fix this. If I untick ‘Use TO as Ref pose’ on the import FBX option then it stays in the correct position. I did try to untick this option within the assets details while the asset was in Unreal but it didn’t seem to make a difference which is why I had to re-import it and un-tick it on the import options.