Weird Animation Behavior

Np.

The skeletons are the issue anyway. They need to all be the same, or to be properly retargeted.

I’m sure there are ways to export from the suit to the exact rig you need, including a custom made one.

Afterall the data points (joints) are determined by the fact you are human…
meaning that you can manipulate the data to fit any human like skeleton.

What I’m kind of surprised about is that they don’t just force you to work it on the skeleton of your making, which would be the more logical path to avoid people having errors - force them to learn armatures…

Either way the rotate x by 90 is the classic y is up problem.

I think i had the apply transforms disabled on my blender exports and that’s why I was not seeing any changes. Speed wise the 25fps change is what brought that on probably.
the animations original speed was above 100 fps but it also generated over 1k frames.

Unreal adjusts frames and time dilation on it’s own so you don’t need exorbitant amount of frames to have things look good.
You should adjust the export settings to be within a maximum of 60 actual frames a second.
half that if you care at all about game size.

Anyway, if you haven’t already you can learn some from this series: