Animation Modifier - Root Motion not working despite BoneTrack Keys being set

Hi everyone,

I’m currently working on an Animation Modifier to procedurally add Root Motion to some in-place animations. I’ve run into a technical hurdle that I can’t seem to clear.

What I’ve done so far:

  1. I created an Animation Modifier and used SetBoneTrackKeys to inject transform data into the root bone.

  2. After applying the modifier, I can successfully see the red motion trail (the root bone moving away from the origin) in the Persona viewport.

The Problem:
As soon as I check “Enable Root Motion” in the Asset Details:

  • The character becomes snapped back to the origin and stays stuck there.

  • The dashed line (the Root Motion visualization) that usually represents the character’s movement does not appear.

  • It seems like Unreal recognizes the bone movement, but doesn’t “extract” it as actual Root Motion data.

Settings checked:

  • Root Motion Root Lock is set to Ref Pose (tried Zero as well).

  • Force Root Lock is unchecked.

Am I missing a specific step to “bake” or “commit” these virtual bone tracks into the actual Root Motion buffer? Do I need to call a specific function to notify the engine that the Root track has been updated?

Any help or snippets would be greatly appreciated!