Is there any way to prevent displacement / translation of animations?
Whether from the import or any option that UE provides?
I am importing Locomotion type animations. But I need that they are maintained in a point or root.
Thanks and m sorry for my Enlgish.
If the character’s root joint is animated (as in, the character is moving around the world with the root directly under it), you could use a Skeletal Control in its Anim BP to zero out that root animation. Documentation here: LINK In short, the skeletal control would replace whatever the translation value coming from the animation was with 0, 0, 0 (in Component Space, I believe).
However, if the character’s root is not animated and the displacement/translation is being driven by the pelvis/hips, just zeroing out the animation on the pelvis is most likely not desired. You’ll end up losing way too much animation fidelity (it would blow away the side-to-side and up-and-down in your walk cycle, for example). In this scenario, I think you should fix the issue on the content side; so, take the anims back into Max or Maya or Blender and remove/counter-animate the unwanted translation.