Actor's feet are not "anchored" to the ground

Hi everyone,

I’m a total beginner in UE, I’m sorry if this question is very trivial.
Please see the video below, it’s very obvious from it what is my problem. It’s like the animation is centered around the pelvis.

This is an animation that I exported from Mixamo into UE5.

I started by exporting the character from UE as FBX, then uploaded it into Mixamo (it recognized the skeleton, it didn’t ask me to identify the usual markers), applied an animation from Mixamo, exported it without skin, imported it into UE without mesh and already targeted to this specific object in the import dialog.

When I imported it, it showed me a warning that I didn’t understand: “Imported bone transform is different from original.”

I guess this message gives a clue where the problem lies but I don’t get it…
Could you please help me? Thanks!

https://drive.google.com/file/d/1nxbdQQZhC1Msk1OnPvuraS1JzZfGODzr/view?usp=sharing

I solved it by using Mixamo Converter. But I feel this is a “trick” and I’m not sure if it’ll work in future UE versions. I’d really like to understand what’s happening and how to fix it natively in UE.
If anyone could help it’d be great.
Thanks.

I have exactly the same issue. I know how to solve it, in case it is of any help for you. I would still want to know if there’s any workaround for my case.
The rig in my Blender model is named “armature”. This is necessary if we want for root motion to work correctly, afaik. Because of the way Blender exports fbx, it creates an “extra bone” at the top of the hierarchy, which breaks root motion. UE importer works around that by ignoring that extra bone if it’s called “armature”.
Now, the problem is that if you have the rig named “armature”, you end up having the exact issue you describe here when using Mixamo animations (haven’t tried with Blender animations, I think they worked fine in UE4).
If, instead, you rename your armature to anything else, import the fbx mesh and armature to UE, and then import to Mixamo and download the unskinned animation, it will work correctly.
When you import the model into UE, you will get a warning that there was some name overlap and that root was renamed to root1, and you will se you have “two roots” in the skeleton.
If you don’t need root motion at all, that’s a fairly simple solution.
I would like to keep root motion, so at this point any suggestions are welcome.
Can you tell me exactly which Mixamo Converter you’ve used? Thanks and I hope this helps somehow

Thanks a lot for your reply. I’m using the one from Terribilis: https://terribilisstudio.fr/