What exactly does that have to do with root motion?
Also not entirely sure what not having the default mesh in currently does to prevent any of that, the default mesh is not used as a movement collider anyway in engine. Were you going to attempt to inject root motion to move the character based on collisions? Because the physical body is possible as is, currently, I have users doing it. Boneworks isn’t even a fully physical body for that matter, its still a capsule with physical arms, you can test that yourself, same with B&S for that matter, it also isn’t fully physical.
Using the physical animation component and any random skeletal mesh setup correctly will perform mostly the same (minus the nice puppeting plugin that Unity has). I can add the default mesh back and was likely going to soon anyway, its just never been high on my list as it provides nothing you can’t already do, but was more specifically asking around why root motion would be asked after, as modifying that for the offset collision and replication will be a bit of a PITA and I wanted to weigh tasks.