It’s usually best to keep the mesh location at the base of the capsule. If a specific animation is floating like that, it could be because the root bone or pelvis bone is too high in the animation file, which you can easily lower in the animation. If you want a solution at runtime, you can trace from the feet to the ground to find out what the distance is, then add an IK offset node (transform bone) in the animation blueprint, for the pelvis bone, in component space, additive, and plug a float into the z value of the input vector of the node. You would have to be selective when you run it, as that same system would also have a running animation constantly keeping your feet on the ground. You would also want to ensure that the trace to get that z value happens after CharacterMovement updates, so it is accurate to the current tick/frame.