Retarget Root Motion Translation Scale

Is it possible to properly (as in to prevent foot-sliding) retarget root-motion animations to skeletons of different Scale/size? All the examples I’ve seen show either in-place retarget, or root-motion retarget to a same size skeleton.

When I try to adjust the Pose of the Source Skeleton (scaling the root-bone down to 0.5) to match the Target’s (half) size, the retargeted animation root-bone ends up scaled to 2. Instead, the root-bone ‘animation’ should be scaled down by half and the root-bone itself should remain as 1 (to avoid up scaling the target.)

It seems that no mater what Translation Retargeting settings do I use the retargeted animation compensates the scale difference by scaling the root bone UP instead of scaling the root animation DOWN.

BTW I’ve seen some posts about using CPP’s SetAnimRootMotionTranslationScale to fix this issue but looks like this is still not exposed to Blueprints

A little late but this unanswered and sometimes top Google response… From a very high level conceptual point of view:

I would recommend normalize everything to one height. In runtime scale the character and their animation speed. For example a half height person would need double the run animation speed to avoid sliding.