Quick answer: Bake locomotion onto a root bone at the origin, enable Root Motion on the AnimSequence/montage, and set the AnimBP root motion mode to use it.

A character that animates a full run cycle but never leaves the spot has its motion trapped in the pose instead of driving the actor. Root motion only works when the displacement lives on a true root bone and the engine is told to extract it into capsule movement.

How to fix it

1. Author motion on a root bone

Ensure the rig has a root bone at the origin and the forward translation is keyed onto it, not onto the pelvis. Without a moving root there is nothing for the engine to extract.

2. Enable root motion on the asset

Open the AnimSequence or Montage and tick Enable Root Motion. For montages set Root Motion settings so the displacement drives the character.

3. Set the AnimBP root motion mode

In the Anim Blueprint, set Root Motion Mode to Root Motion from Everything (or from Montages Only) so the extracted motion actually moves the capsule.

Catching the ones you can't reproduce

The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.

Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.

This is where a tool like Bugnet earns its place. Its SDK captures every Unreal Engine error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.

A crash you can name from its stack trace is a crash you can usually fix in minutes.