Issue with character root potition when live streaming mocap data from Rokoko Studio

I’m trying to set up a custom character to be animated live with a Rokoko mocap suit.

I got the character imported into UE5.4, and I’ve created an animation BP with all the Rokoko live performance nodes set up according to their official tutorial on youtube (A Rokoko body pose node connected to a body map data node where I retargetted every custom character joint name to the rokoko joint names).

I’m using a sample animation from Rokoko Studio to test out the procedure, and the performance is broadcasting live to Unreal.

The character is animating like in Rokoko, but the issue is that instead of the feet being firmly planted on the floor with every other joint moving when the character moves their hips for example, the root hip joint is firmly placed at ground level and completely static translation-wise, while the feet and other joints move around relative to it. It’s as though the feet IK aren’t working, although supposedly Rokoko merely transmits joint rotation and position values to Unreal (no IK system has been created).

The character’s joints are all zeroed out. When I place the character in the scene the feet are making contact with the ground, but when I hit simulate to animate using the rokoko blueprint, it dips into the ground up to the hip joint and the feet just skate around underneath. Even if I push it up, the feet are clearly not planted on the floor like Rokoko studio’s mannequin, and the hips aren’t moving, so if the character steps to the side, the feet just skate in place.

What did I miss?