I can not seem to get the skeletal mesh I’m working on to react to the root motion being fed to it by the animation. In the animation blueprint I have turned on root motion from everything. I have turned on root motion in the animation, and I have embedded the animation in a montage. The characters animGraph runs through a slot node assigned the same slot as in the montage. If I play the montage in persona with “process root motion” turned on, it displays my animation as expected, but if I try to play the montage on a skeletal mesh at runtime, I only get a single rotation of the character.