The issue described in Issue 11965 has not yet been resolved with the provided solution.
To clarify the problem, I have now recorded a video showing the playback steps, captured images that illustrate the impact, and included a few of the FBX files used in the test. These are attached for your reference.
Here is a summary of the test I performed:
I used the animation which is included by default in the Talking Kevin.ccProject file in CC4.
Steps performed:
1. Exported both the mesh and animation from CC4 in FBX format
2. Imported the FBX into UE5 using the CC plugin, placing it in the CCKevinTest folder
3. Imported the same FBX file directly into UE5 without using the CC plugin, placing it in the CCKevinTestNoCCPlugin folder
4. Added both characters into the same Level Sequence at the same position and played them back simultaneously
As a result, we found that the character imported via step 3 (without the plugin) more accurately matches the animation as seen in CC4.
In contrast, the character imported using step 2 (with the plugin) exhibits a slight offset, particularly noticeable in the eye bone positions.
To further illustrate this, I also prepared a test using a sunglasses object animated to follow the character’s head movement.
When attached via animation (not using sockets), the version imported with the plugin (step 2) does not sync correctly with the head, while the version from step 3 does.
A comparison image is attached.
Also, the FBX animation file for the sunglasses is included.
If you test it yourself, please disable the "First Frame in Bind Pose" option during import.
Because the video exceeds 25MB, I have uploaded it to Google Drive, along with the sunglass FBX:
https://drive.google.com/drive/u/0/folders/1liyueejm2HQ_wN4iD7rht1Me0kcUBBJuThank you for your understanding and support.
Best regards,