Why wont these animations on these objects and empties import properly in unreal?

Need Guidance Blender to Unreal Animation Export and Import

TLDR: Animations not importing into blender properly, (they work in blender!!!)

I have this animation of a claw machine and i need to export it into a unreal level and i would like to learn how to do this properly, I am having a problem with export and import, the model has its armature bones and is rigged and animated by an animator from sketchFab, I have not worked with animation before only modelling and level design and now i am learning to do so. When I import into unreal the pivot of an object also causes and issue, maybe i am not exporting it properly. Any Guidance/ reference to do this properly? do ask if there is need for any more information

some more information

Current file/animation details
The Blender scene contains an animated arcade/vending-machine claw mechanism.
The animation is currently working inside Blender.
The scene timeline is approximately:
Start: Frame 1
End: Frame 720
FPS: 24
Approximate duration: 30 seconds
The current timeline contains a substantial number of animation keyframes.
The scene is not a simple single-armature skeletal animation.
The Outliner contains multiple armatures, including:
Armature.005
CraneRig.004
There are multiple claw/mechanical mesh objects, including:
ClawMain
ClawMain.001
Cube.004
Circle.002
Circle.003
other mechanical components
The scene also contains several Empty objects involved in the setup, including:
Empty.001
Empty.002
Empty.005
Some Empty objects have:
Animation data
Constraints
Example visible constraint:
Empty.001 → Limit Location
The scene contains vertex groups on mesh objects.
At least some objects appear to use Armature modifiers / armature-related deformation, but the exact mesh-to-armature relationships still need to be verified.
CraneRig.004 appears to contain animation data and is visually associated with the claw/crane mechanism.
Armature.005 is another armature present in the scene, so it is currently unclear whether:
both armatures are required,
one is a control rig,
one is a deform rig,
or different parts of the mechanism use different armatures.

The animation involves a combination of skeletal/bone animation and object/constraint-based animation, rather than a UE-ready skeletal animation. which i have done before for some characters, so i have some idea how it should work.

but I do realize that this might be a totally different process

at the moment i am seeing if i am able to bring the mesh in parts as glb and then apply animation to it while having the skeletal mesh in a blueprint which for some reason worked for the claw part so success for now, will keep documenting my progress here

Similarly the animation for the wire over the circuit box has its x axis animation, but it does not transfer over its y axis animation

So far, I am only stuck with these 2 animations of these 2 assets, rest of the animation have transferred over to unreal and are working fine inside a blueprint.