Quick answer: Bake the constrained animation down to plain bone keyframes before export so the engine receives the final, constraint-resolved motion.
Feet that plant perfectly in your DCC tool but slide after import usually relied on IK or constraints that did not export. FBX and glTF carry baked bone keys, not live constraints, so anything not baked into keyframes is lost and the planted feet drift.
How to fix it
1. Bake constraints to keyframes
In Blender, use Bake Action with Visual Keying to convert IK and constraint results into plain FK keys on every relevant bone before exporting.
2. Bake on the correct frame range
Bake the exact frame range of the clip at the intended frame rate so no constrained motion is dropped at the edges and the timing stays correct.
3. Verify after export
Re-import and watch the feet. If they still slide, a constraint or driver was not included in the bake and is missing from the exported keys.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.