Bug: Export anim with mesh forces root bone to 0,0,0

My character’s root is in her hips and when I go to export an animation out of UE4 with her mesh it snaps her root bone to 0,0,0 while keeping every other bone and animation in their correct position

Is there a way around this?

Hi,
This is intended behavior, the root bone is how the engine finds the location of the character. I’d recommend just adding another bone if you need one there or changing the location of it in the 3D program you’re using. I’m not sure what your end goal is though.

This is intended behavior? I’m trying to export out an animation from a UE4 retargeted asset to modify but this is always the result.