Root Motion Translation Scale

Hello, usually i can find a solution to my problem if i look online enough but ive been searching for a while now and i can seem to find anything.

when i import my model and animations everything works as intended, however when i apply root motion to my animation the movement scale seems to shrink.

Without Root Motion Enabled:

With Root Motion Enabled:

I have tried importing into Unreal 4.15 but ran into the same issue. I’m not sure how to fix this, is there a way to scale up the root motion translation?

Thank you for your time ^^

I found that my joint sizes in Maya needed to be set to 1, changed up my rig and now root motion is working properly.

My mistake was probably scaling up the FBX file before importing it into Unreal which messed up the root motion translation.

So, I just had this issue, going to spread how I solved it, as it may not work for all but might help some.

There is a non blueprint exposed function in character.h called SetAnimRootMotionTranslationScale() . I went in and exposed it to blueprints and then can just set it to compensate for whatever the scaling issue is (mine was 100). Not sure why this is not exposed to blueprints by default… but yeah, if your using C++ you can just call that function, or if you want to build your own engine from source you can expose it to blueprints yourself.

Could you explain how it can be exposed? I never actually used C++.
I actually want to scale a single animation root motion, because when I use it as additive it seems to have a diminished root motion. So I want to scale up my additive animations in order to correct this. Actually not only translation, but also rotation.