In the skeletal mesh component under the ‘Optimization’ tag is an option to ‘Enable Update Rate Optimization’.
This works as intended, however for root animation there is a critical downside:
Due to the reduced animation frames, the actor velocity is higher.
I created a small project to show this error: -deleted-
If you move the camera further away, you will notice that the actor velocity increases. This is from a gameplay perspective a pretty big issue.
I think the proper way would be, that the optimization is ignored for animations with root motion enabled.
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It seems, it is possible to specify a flag to say that root motion preservation is required during optimization; at least from C++ but not sure about blueprints and editor.