How to fix static root on moving animations? UE 4.7

Greetings

I’m new around game developing, and right now I’m trying to develop a game beta in Unreal 4.7. My objective is to make the player’s movement working with root motion. About the blueprint scripting, I’m doing well. My problem are the animations I’m working with. Gotta say I’m in low budget, so I’m making my own animations, or at least trying. The software I’m using for this is iClone (v6.5), I use it to edit animations and get my game characters, but I’m having issues ONLY with the animations. When I get them from there to Unreal I realize that the root bone (named “CC_Standard” in this case) is static. It doesn’t move from it’s place, even if I already translated the character on moving animations. I have to say too that I re-targeted the character’s bone correctly and I’m activating all root motion options possible, and the character just snaps back to the origin perpetually. What I do is take animation and apply it to the character, then translate it to the position I need on a specific frame (for example, the character started to move at frame 1 and the loop ends on frame 200, on the last frame is farther from the 0 position) but it looks like it doesn’t affect the root. I tried to translate the root on other, applications but I just can’t fix it. This is really frustrating, it just stops me from continue with the project. I need to get unstuck quick. And yeah, I know that I’m using an old Unreal version, this is because I had problems with newer versions, but that’s not the point right now.

I hope I can fix this as soon as possible (with some help, surely)