After many hours I was able to solve my issues with this. Here’s what worked for me:
Assuming you have a valid root motion animation… Add the animation to sequencer. Don’t increase the animation duration. If the animation is an even number, shorten it by 1 frame so it is an odd number (I can’t even…). Then create duplicates of the animation on the track for the duration you want to move. Bring the track player to the first frame of each duplicated animation, right click on the track and select “match with bone on previous clip” and select the pelvis.
Other notes: make sure the mesh animation is set to custom mode and not an animation blueprint. You can add this option to the sequencer and set it at the start with a key frame. In the sequencer details on the map, check restore state if you want to return to a BP animation after the sequence. The options on the sequencer tracks to restore state don’t work for this as far as I can tell.