Root motion not being applied to animation blueprint

using Unreal engine 5.

Hello, with the introduction of Unreal Engine 5 I have decided to go ahead and start using the engine for the first time to create games and various other projects.

Recently I’ve been, trying to create a locomotion system based off of root motion, I’ve followed a few tutorials to make sure I don’t have any problems or bugs in applying this new blueprint styled programming, yet it seems something is not working.

The problem is as the title implies, root motion is not working in moving the actual capsule when applying the root motion animation. The animation does play, yet, the motion from the root motion animation seems to not apply when within the animation blueprint, rather if it’s in a blendspace, or just the animation itself, (tried both ways).

I’d like to mention a few things before I end;

I’m using Mixamo animations retargeted to my skeleton.

The animation does show the little red line going from one side to the other in the animation preview.

The root motion option within the animation is details is enabled, also the root motion root lock is set to “from ref
pose”.

The skeleton used for the animation has a root bone, the root bone is named something different since it’s imported from DAZ3D studio.

The skeleton and skeleton mesh from DAZ3D studio has been retargeted and had his bones mostly renamed, besides the root bone.

I have changed the root motion option in animation blueprint from “from montages” to “from everything”.

I have no idea what could be causing the problem, when I hit play, the character just walks in place without moving literally.

Here are the tutorials I have followed on the matter;
Root motion tutorial -- https://www.youtube.com/watch?v=YtWbl50Jwwc

Daz3D studio importing tutorial -- https://youtu.be/gxDxZvakz54

^ part 2 - https://www.youtube.com/watch?v=pzwkJ-kUkSY

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I'm actually embarrassed to say that with how many tutorials I followed I still don't have it working, does anybody have an idea what it could be?