(NEED HELP) UE5 root motion not working when importing FBX

So I have this issue where when i enable root motion on my characters animation it does not move the capsule component. To answer some common issues, yes I have it enabled in the animation, yes I have a slot in my animation blueprint and yes I made it an animation montage.

Here is some examples(Uploaded to imgur cuz the file size)
Imgur

This is only a problem when I export as FBX. When I import the FBX in UE5, unreal creates the actual armature from blender as the root.

When I export as glTF2.0 it works perfectly fine.

I guess my question is how do I get Unreal to recognize the bone named “Root” in Blender to be the top of the hierarchy in unreal 5?

Thank you in advance, this has been a headache

Hello @PlayboiSammmy, I’ve had this issue a few times before in Maya, but I believe the solution would be the same in Blender…

In Maya, it’s as easy as dragging the root bone out of the parent (in your case, SKM_Sam) and re-exporting the FBX. This will ensure the root bone is the first in the hierarchy instead of the group.

I’m not very familiar with Blender, so I’ve found another post that seems to guide you through the export process: Skeletal Meshes exports with wrong root bone - #4 by Sab_Rango

I hope that helps, let me know how it goes!