And
2. When your feet slide along the ground, instead of walking normally. Most of these people seem to be having issues with the IK Foot bone, and I understand why.
Auto-Rig-Pro, and Game Rig Tools both seem to have this issue, and don't setup the IK bones correctly or something, I'm not exactly sure why.
But for some of you, this should fix your issue (it's probably not the best solution, but it works for now?)
Duplicate the 'CR_Mannequin_BasicFootIK' located in 'Content/Characters/Mannequins/Rigs' and rename it for your character.
Open it up, and click the 'Preview Settings' tab on the right. Change the Preview Mesh to your character, this is just a preview, but changes the thumbnail on the image to let you know which character it's for.
By default, the 'Forwards Solve Graph' should be open, if not, open it in the bottom left in the 'MyBlueprint' Tab. Basically with blueprints, we are copying the translation and rotation of the 'foot_l', and 'foot_r' bones, and applying it to the 'IK_foot_L' and 'IK_foot_R' bones. You can copy the blueprint from the image.
You're disconnecting the 'A' pin from the first sequence, and splitting it with another sequence to the original IK Trace part of the blueprint, and to the new section at the top for correcting Foot IK Bones.
Finally, when you're done with the Bones Correction Blueprints, open your Animation Blueprint, and open the 'AnimGraph' from the 'My Blueprint' tab on the bottom left. Select the 'Control Rig' Node, and in the details menu on the right, scroll to the 'Control Rig' section, and change the 'Control Rig Class' to your new Control Rig for your character.
Doing this should allow your character to properly follow the animations from the UE5 mannequin, and IK Feet still work!