The mannequin in your video is using In Place animation (root bone keeps it’s position) while the animation of your character uses root motion: Root Motion | Unreal Engine Documentation - If you would remove the root motion then take a look at the animation in Blender and how it would look if you remove the movement of the root bone in the dopesheet of Blender. Probably you have to add some up and down movement to the pelvis bone (depending on the animation) yourself. In my opinion it’s easier (espacially if you would go for multiplayer later) to use inplace animations and push and pull around the translation of your hole character in the speed you like yourself. But from animators sight of view you might get better results with root motion (because the speed usualy fits perfect to the animation so the feet does slide over the ground). There are tutorials for creating a root motion controler as well: [Tutorial] UE4 Root Motion Controller 01 - New project, basic movement - YouTube