Root Motion works fine in preview, but not in game

Hi everyone, Im testing root motion on one of my animation by doing the following:

  • On the animation sequence, “Enable RootMotion” is on
  • On my animation BP which is assigned to my player BP, root motion mode is set to “Root Motion from Everything”
  • My animation sequence is directly linked to the final animation pose in my animation BP

Now when I preview the animation with “process root motion” turned on, either in the animation sequence or in the animation blueprint, it works like expected. The model starts moving according to the animation, and in this case the root motion is set to apply a downward movement, so the model goes down infinitely and does not snap back to the origin. There’s also the red link between the origin and the model.
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However in game, the animation plays “on itself” without moving, like it would if “process root motion” is turned off in the animation preview. The character model stands in the same place, the capsule collision stands in the same place, and so obviously root motion is not working.

On the character model, the capsule component collision is disabled.
On the character movement component, Default Movement mode is set to “Flying”. “Gravity scale” is set to 0. “Allow physics rotation during anim Root Motion” is on & “run physics with no controller” is on.

Anyone have an idea of what I’m doing wrong? I’ve been trying to fix this issue the past few days, without any success.

Okay so I’ve managed to fix it. The problem was that I wasn’t using the inherited skeletal mesh component in my character blueprint, I was instead using an other custom skeletal mesh component.

Apparently the characterMovement component only applies root motion to the inherited mesh that comes with the base character blueprint class