RootedAnimation affected by playrate

Hi I have a rooted animation to climb over to land from swimming, but allthough the animation distances are correct

Using a dummy character that has fly mode activated no collisions and gravity scale 0.0, when I play it on the editor at play rate 1.0 it doesn’t move as the distance specified by the animation

And when I play the animation with a lower play rate 0.1 it seams to get closer to the real distance and with a play rate of 2.0 stops further away from the desired distance.
- YouTube (PlayRate 0.1)
- YouTube (playRate 2.0)

Its as if unreal just calculates the direction and speed on each frame independently of the play rate and inputs it to the movement component and with higher play rates les vectors are input and with lower vector more vectors, the question is why with play rate 1.0 it doesn’t has the same output as in the persona editor

I’ve Encountered this same behaviour with all the rooted animations I’ve worked with, like an attack animation with a forward movement, if i speed it up its seem it doesnt even move forward.