I’m looking at some character animations from Infiltrator demo and thought i could use some of them. I have no knowledge of animating stuff. The problem is that in the animations the character moves in the space. I want it to stay on the original root position(for gameplay purposes). The thing is the root bone in the animation is at the reference pose’s root, it is the pelvis bone that actually moves in the space. Is there any way to offset the pelvis bone so that it coincides with the bone location in the reference pose and still maintain its relative animation. Just dragging the bone to the desired location messes the animation a little bit since it takes the offset before calculating the animation. The offset needs to be applied after the animation for the frame is calculated. Is there any reliable and consistent way to make this happen inside of UE4?