Skeletalmeshmerge animation in ground

Hi there, I’ve managed to implement the skeletalmeshmerge function from the documentation but for some reason when I set an animation to play, the animation plays halfway in the ground. But you can also see the occlusion bounds staying in the correct spot so it just seems to be the animation, does anyone have any idea why this is happening and how to fix it?

Screenshot 2022-03-26 155838
Screenshot 2022-03-26 155935

UPDATE: So on the off chance anyone has a similar issue, it had to do with the units being set to imperial in blender and therefore when sent to unreal the root bone scale was set to 100 units. Weird cuz everything seemed to work fine even animations until I used the mesh merge function. To fix, all I had to do was re-import the skeleton using metric units.