# Root Motion keeps character in the same position

**URL:** <https://forums.unrealengine.com/t/root-motion-keeps-character-in-the-same-position/1854469>\
**Category:** Programming & Scripting\
**Tags:** unreal-engine, Blueprint, question\
**Created:** [May 13, 2024, 7:26pm UTC](https://forums.unrealengine.com/t/root-motion-keeps-character-in-the-same-position/1854469 "2024-05-13T19:26:07Z")\
**Posts on this page:** 1\
**Showing post:** 12

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**Author:** ![ShartInMyCart](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/shartinmycart/32/929280_2.png) [@ShartInMyCart](https://forums.unrealengine.com/u/ShartInMyCart)\
**Post date:** [May 17, 2024, 12:37pm UTC](https://forums.unrealengine.com/t/root-motion-keeps-character-in-the-same-position/1854469/12 "2024-05-17T12:37:53Z")

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Hey all, I figured I’d come by and say I scrapped the blendspace method and moved on to just creating a component instead and it works like a charm! So this will likely be the end of this topic but to anyone else who comes by and has a similar issue I strongly suggest looking at the information provided above as it was very helpful, but didn’y work in my case due to beginner level errors on my behalf haha, thank you to the wonderful people who tried their best to help me, I will always appreciate it!

Here’s another link to the other topic just in case:

> [@Retargeting root bone Ue5](https://forums.unrealengine.com/t/retargeting-root-bone-ue5/506512/21):
>
> this worked, thank you I also had to UNSET all the flags in the Root Motion panel for the SOURCE animation Set Retarget Root to pelvis for TARGET animation in the IK Rig Interestingly, it doesn’t seem like the root motion is baked into the re-targeted animation, as changing the flags there causes the animation to be in-place. @TheWolf Initially, my retargeted animations looked kind of like your first picture, except the IK bones AND root didn’t move. I am using virtual bones for IK (we’ll s…

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