Root motion start location offset is bugged (resets) in sequencer

Summary

When adding an animation to the sequencer with a start location offset for the root motion vector, it at first works as intended. Any copy or paste or other manipulations of that animation beyond moving it in the sequence multiplies the offset though the core values do not change. Subsequent copies of the animation must have the start location offset reset to 0 in properties even though it is still riding off of the original offset values. Having troubles uploading images, will try in a reply post.

As mentioned in this report: Animations clipping too early in sequencer, all resolutions online for UE, not UEFN - #7 by Castlenock1

Changing the root motion does not effect other animation bugs as one would hope it would.

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

World Building

Steps to Reproduce

Set a start location offset for an .fbx and set it to a skeleton in sequencer. Copy and paste a section of that animation or the whole animation.

Expected Result

That the start location offset numbers are absolute, not relative. Any copy paste seem to make the start location offset as relative figures.

Observed Result

Any manipulated animations have a relative offset, not an absolute offset as intended.

Platform(s)

UEFN

Initial root motion settings:

Subsequent root motion settings have to be reset to 0 even though the Z axis on these is still -97 like seen in the first image.