How to use attack & dodge animations without root motion

I know this is late, but I think I have the perfect solution to your problem. Which would be to simply modify the animation inside the Animation Sequence. Create a Key for the Root Bone at the beginning of the Animation, then go to the time where your character stops rolling and increase the Root bone as far as you want to go. As it is now it would be very janky so you’d need to smooth it out with cubic interpolation with the curve editor for the Rootbone that would’ve been automatically created after you added a keyframe.

This will definitely solve your problem but the animation may still look weird. In that case you’d need to find another animation. I mainly use this to extend the range on attack animations and it’s worked on every attack animation I’ve modified.