I’ll explain to you the same thing that I told someone else here, it is very likely that you aren’t importing the type of animation that would reproduce the issue. Because I use limited animation style, this requires stepped interpolation to be turned on, and also curve key frames to be set to constant. You can see this in my video, and the problem has not been resolved so far with UE5.5.
I’m not sure if you have ever utilized it before, but the limited style of animation is done in a way that more resembles 2D frame by frame animation. And so, you have bones that need to remain still or be held across a few or many keys, and this is when the problem is MOST noticeable in UE. Not a lot of people do this form of animation often, which is why this problem is very easy to overlook. Animations at very high fps run a lot smoother, but regardless, there have been others reporting the same issue on Reddit even when using animations from 30 to 60fps.
I only have my own video here as proof of what is happening, but it may be a good idea to demonstrate the issue using an actual character, and hopefully that gets Epic’s attention.
It’s like 5.4 is ignoring baked animation, and I’m disappointed to see it happening in again in ver 5.5