(Video attached) The bone stuttering follows the animation, however, when I add a socket to the same bone and delete it, it starts to follow correctly, but when I save and restart the engine, the "stutter" of the bone returns.

I’ve been experiencing this specific “bug” lately. The “weapon controller”, which moves an item/weapon in the animation, keeps showing this stutter kinda, it doesn’t follow the rest of the animation. However, when I add a socket to the same bone and delete it, the “stutter” stops, but when I save and restart the engine, the “stutter” comes back. Does anyone know what it could be?

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Ok, I solved it myself. It turns out it’s a compression issue within UE5. Just change one of the compression types in asset details (of your particular animation which has the “Stutter”/“Lag”) to “DefaultAnimBoneCompressionSettings” and you’re done.