When Importing fbx, animation offset from root joint

I started off with C3D markers, transferred them onto an actor through motion builder - then onto a character that I created, the problem that I get is when I then import that FBX into Unreal, the animation is offset by a good foot or so. I am wondering how to get by this as it is a massive issue for my player animations, is it something to do with the Human Ik workflow or is the animation not zero’d out properly?

Cheers Ian

I’m struggling with something very similar. Did you manage to find a solution?