definitely so.
root bone is selected at screens and video - it’s not changing during blend if hips translation is set to animation
issue can clearly be seen when Hips retarget translation is set to skeleton.
i think something surely can be done with it, maybe as some bool option when patching mixamo skeleton
in general, looks completely similar to old topic
there was no complete workaround until Epic guys fixed Thirdperson template anims, which were used for retargeting.
it seems that not skeleton should be modified, but animations themselves. so bad…
maybe we can try to summon someone from staff here?
they can give some advice for us or plugin devs at least
UPDATE
found a workaround, but it’s quite slow in case of dozens of animations
this should be applied to anims retargeted from unreal skeleton to make it blend with mixamo
- export animation to Blender
- Create a Root bone at center looking back

- make it parent to hips
- export fbx with default settings
- import to UE Editor
- rotate Hips by X to 180 degrees
result - perfect blending with no buggy char dipping
but this way costs too much time.
****, what about adding script doing same thing to plugin at some future version?
if anyone needs it now and didn’t understand how to - ask me, i’ll make a video