# 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:** 8

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**Author:** ![Mind-Brain](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/mind-brain/32/906573_2.png) [@Mind-Brain](https://forums.unrealengine.com/u/Mind-Brain)\
**Post date:** [May 15, 2024, 8:25pm UTC](https://forums.unrealengine.com/t/root-motion-keeps-character-in-the-same-position/1854469/8 "2024-05-15T20:25:11Z")

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Okay, good to know one thing it isn’t, we can ignore the blendspace for now!

This thread has a few options for seeking out what’s causing issues like this, give it a read!

> [@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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