I think there’s a reason you’re enabling the root motion on your attack animation. Can it be because you manually adjust the player’s location for the duration of the attack using blueprints? To double check, can you use the Play Animation node and trigger your attack animation that way? If the issue persists, please share the expected result (when the root motion is disabled) and the unexpected (when the root motion is enabled) by sending a video, along with the screenshots of the full blueprint code where you trigger the attack (please include the whole execution chain rather than a small part of it)