UE5 seems to mess with animation sequences in weird ways

So I’m having quite an annoying issue with how UE5 treats my character’s rig → Despite it having a root bone placed at the feet (who’s children are the IK bones for Hands, Feet & Torso) unreal tends to lock/screw with the Body’s Ik bone (in some animations it’ll just stay locked in place) and this causes the feet to move rather than the torso…

Before people ask: this is a UE5 issue, reimporting the animations in Blender, they all work as intended; the rig does have IK but everyting is parented to the root bone (which is not the hips)

I checked the rig in Ue5 and the hierarchy seems to be set as Root>IK_CTRL_Body and then it splits into legs & spine as separate branches.
My guess is that the bone hierarchy in ue5 is somehow causing issues but I dunno how to fix it, especially without having to redo every animation

What’s more annoying is that opening this animation with UE5’s “Edit with FK control rig” shows the animation as it’s supposed to be in Blender, with the proper motion, so I really don’t get what Unreal is doing here…

I also linked the animation how it appears in Blender vs UE5

Original Animation in Blender (torso moves):
Sonic_Anim_Blender_Ver

Animation in UE5 (you can see the torso stays in place and messes with the feet):
Sonic_Anim_UE5_Ver

(this doesn’t always happen tho, sometimes the feet will basically remain in place while the torso moves, it seems to happen with animations with more subtle torso movement)

Nevermind, I accidentally found the solution while I was trying to manually fix the animation using keyframes in UE5: Just add a keyframe to the CTRL_Body bone and now it magically fixed itself… Sorry for bothering anyone but this was the weirdest thing I’ve ever seen…

Nevermind again, this fixes it only in the animation sequence viewer, the animation is still broken in the level viewport, darn it… :frowning: