Can't get retargeted root motion animation to work in UE 5.1

Please help me get root motion to work in a retargeted animation in UE 5.1.

Here’s what I’ve done:

  1. In my source animation sequence, Asset Details > Root Motion > EnableRootMotion is checked.
  2. In both my source and target IK rigs, pelvis is set as Retarget Root, and a retarget chain named “pelvis” is set on that bone.
  3. In the IK retargeter, under Chain Mapping > FK > Translation Mode, I have alternatively tried setting pelvis as “None” and “Globally Scaled.”
  4. In the exported retargeted animation sequence, again I have Asset Details > Root Motion > EnableRootMotion checked.

Despite all this, my retargeted animation continues to play without root motion. This is whether I drop it directly onto the level and simulate or I attach it to a BP character in a Cinematic Sequencer.

My goal in all this is to attach the retargeted animation to a BP character in a Cinematic Sequencer. The BP character doesn’t have an animation blueprint, but I’m not sure I need one if I’m attaching the animation to the BP character as a track. Pleae tell me if I’m wrong.

Thank you!

This video will sort you out.
Retargeting Root Motion in ue5

Thank you. This was driving me crazy.

It turns out the source of my problem was I had a root bone in my source animation with no root motion, while the pelvis did have the root motion, just like in his video. This is because I’m using a Rokoko stock animation without a mesh, so I had dropped a static cube into it within Blender so I could export it to UE. The unmoving cube functioned as the root bone.

What I ended up doing was:

  1. in the target skeleton in its Translation Retargeting options, I set the root to “Animation” and the pelvis to “Animation Relative.” All other bones are set to “Animation.”

  2. In the retargeter’s Chain Mapping area, I set the root’s translation mode to “Globally Scaled” and the pelvis’s to “Absolute.”

I was then able to create the retargeted animation. I was interested to learn that if I reset the target skeleton’s Translation Retargeting modes back to the default “Skeleton” after all this that it broke the animation I previously exported from the retargeter. I thought animations were static assets once you create them, but apparently not.

Thanks for the detail on how it worked out. Animation and particularly re-targeting is one of those areas where Epic really could do with producing some educational vids or articles. I wish they would get the bods that create the software to explain it instead of using community manager type of people who I suspect don’t really understand much about it themselves.

this vid saved my life,finally can sleep tight