Sorry, I should have been clearer!
These animations look fine inside maya, although we are using a lower LOD body mesh…LOD3 I think
When they import into UE we can see the fat thighs and the twist/corrective bones are translated pretty far out
The rig is just a basic mgear Zup metahuman template- no additions at all, didn’t even change the finger tip positions
This is baked animation into animation sequences w/ basic skeleton so there is no chance something programmatic is altering the anim on top
In maya I can see the correctives are translating out as far as they do in Unreal
But the skinning looks fine…if I break connections on that bone and move it around, it seems functioning correctly.
I’ll try the things suggested and keep digging, thanks!