Problem with ik animation

You should have a look at the root motion options. Force root lock in particular

hi everyone,there is some problem when i put my character animation(setup with ik in maya) to the animation blueprint
1)this is the skeleton of my character

2)and this is the animation after import to unreal engine,in this time it works normal(legs didn’t move with body)

246301-ezgifcom-video-to-gif.gif

3)however,after i put it in my animation blueprint,it works like this(body and legs move together)

246302-ezgifcom-video-to-gif-3.gif

As a conclusion,i think it is because the body is the parent of those legs,so after put it in the animation blueprint,it body move with the legs,but i don’t want the legs move with body (like step 2,and those legs are ik when animating in maya,so it doesn’t move with its parent),anyone have solution?

Does UE4 even import IK data from maya? Maybe you will have to animate the legs using an IK setup with animation blueprints.

same after root lock,i think because it is not a root motion?

yes,it is import from Maya and i setup IK when i am animating it in maya but i didn’t setup IK in UE4

I think the problem now is,i setup ik in maya so when the animation import,it works perfectly because the child bone (those legs) don’t move with the parent bone(the body),like the gif in step 2.
However after put it in the animation blueprints,it works weird and the child bone (those legs) move with the parent bone(the body),like the gif in step 3.