Sliding foot bones when blending between animations

I’m currently trying to set up a blend space for my characters’ animations, and it would seem I have run into a bug I can’t solve. I have two animations, my forwards walking animation, and then my right walking animation. The animations themselves are displaying fine, but when they blend, the foot bone gets moved around weirdly. The weird thing is, it is only affecting the foot bone and nothing else.

Some additional information if you need it:

The hands and feet of the armature are IK.
The character is exported as follows: Blender (scaling 0.01) > FBX (scaling 1.0) > Unreal (scaling 1.0).
When I import into Unreal, “Use T01 as reference pose” is checked.
Animations are imported with character (I know this is not the best practice).

Here is a link to the video to show what I am talking about:

Any help would be appreciated! Thanks in advance!

I think I might have fixed it.

For anyone else who might have a problem with this, here is the potential solution:

Check your bone hierarchy, make sure that the foot bone is a child of the lower leg bone, and not the IK bone. In my case, the foot bone was a child of my IK_Ankle bone instead of my Lower_leg bone. This caused the interpolation in Unreal to move the foot bone separately from the leg.

1 Like

Thank you so much to wrote your solution because it worked for me and I didn’t waste so much time on it :))