Recently I've modelled and rigged a character using the included Human Meta-rig, and after editing out the bones I didn't need, I parented everything to a new single bone at the base of the character called root (Circled in Blue and selected)
Animating with this rig had so far worked just fine as all the actions I had made were in place, however, problems arose when I decided to animate my first root motion action. The animating process worked fine but as I imported the action into my game engine (Unreal Engine 5), the animation did not work as intended even with root motion active. It seems that the engine is reading the origin point of the Meta-rig (Called Meta-rig, circled in red below) as the root bone of the hierarchy, despite the actual root set in blender being the root bone circled before.
As I said before, when imported into UE5, the root of the skeleton seems to be that origin point.
Am I missing something? I have tried reparenting the root bone to be the first in the hierarchy and making it so that it replaces the "Metarig" in the object list to no avail, since it seems to not be possible. Am I doing something wrong? Should that tiny orange dot be moving at all or even considered a bone? Any help or insight is very appreciated.
Many thanks.