UE 4.5 root motion not fully translating

Hi I have gone through the Unreal 4 Third Person Blueprint Tutorials on youtube and everything has been fine. I am at the Montage section, and wanted to test some use of root motion. I made some of my own punching animations to do a combo, and when I imported the animations and made the montage it looked like the the root motion was not fully translating the character as the feet were still sliding. I then made a test animation and moved the root of the character 200 units forward over 1 second. When I ran the animation without root motion translation, the character moved the proper distance (outside of the collision capsule of course). When I turned root motion translation on, the character appears to move only about a quarter of the distance. This was the same whether I used ref pose, anim first frame, or zero for root motion root lock. Any help would be very appreciated, thank you!

I think, your character scale is not 1.
Through your question, I fix similar problem with my char.
Set scale of the character to 1 in 3d package, or scale translate animation curve.

I’m pretty sure the character is the proper scale. I tested this by exporting a 200 unit box from my 3d package. It was the same size as a 200 unit box made in engine. The root of my character is in the pelvis, not at the bottom of the feet. Could this be the problem? I need to test this.

Important size not in units, but scale number in attributes of root group.
Check scale attribute of the root before export in 3d package.

Hi, I am using 4.5 and having the same issue. Did you manage to fix it?

Unfortunately I haven’t had the chance to look at this problem again. If you find anything, please let me know