Well one of the animations is the roll animation from Epic’s Action RPG, which I think is free on the marketplace or maybe even the learn tab. Forgot where I got it, some I bought like the “ninja starter pack” . they all have root motion it seems , but enabling root motion in the animation and setting the default in the anim bp to any settings like " root motion for everything " , " root motion from montages only " or " ignore root motion" , or any of them don’t make any difference. Character still jumps out of the stationary capsule , then snaps back. Even if I put the “roll forward standing to stand " from the soldier set in your kit on him , it still does the same thing. Some animations , like " roundhouse kick” for example I added are not a problem because they are in place animations so it really don’t make too much difference.I am probably missing something maybe in the state machine in anim bp? I added the state there and a couple bools in the transitions that are tied in with some basic nodes in the character bp with an input to activate the animation , but in the state itself it is only the animation connected directly to the end result with nothing else.Like I say , they play fine but the capsule is the issue. Is there somewhere I need to add some additional blueprint functions to the animation , to allow the capsule to move and shrink and change with the character ? other than just adding it and setting root motion? Or settings in the character bp capsule collision , or half height or something? Some animations I import come in with a physics asset and skeletal mesh. Should they be imported this way? or without?