I have no idea about the specific thing you are mentioning, but if you did things yourself this is easily done by using root motion, animation curves, and applying the curve you want to the root bone.
You can look up the TurnInPlace live training stuff to see how it’s supposed to be done for rotation.
Apply that same concept to just about anything - even movement speed.
Also note:
Pelvis and Root are not the same bone on mannequin/default engine setups.
As such. You can manipulate the pelvis bone within an animation however you see fit and cause the mesh to move up and down visually without affecting collision.
Normally in a Jump you want the collision to follow along, which is why you dont do jumps as root motion/curve based animation.