Iclone 8 and Character Creator 4 has a feature whereby animations from Mixamo or Unreal Store etc, can be imported and retargeted for CC characters then exported for use in Unreal Engine 4/5 with the root motion data being transferred from the hip to the Root bone for Mixamo Animations, While 'Epic' (Unreal Skeletons) have the root motion transferred from their root bone to CC Unreal root bone, the problem here now is that in Unreal Engine for standard animations like walking, jumping, running etc, the root motion data works fine in unreal engine 4/5 but I discovered that any animation that has to do with "rotation" e.g spin kick, spin then slash. Iclone breaks the root motion "rotation info", the minute you try enabling root motion for one of this animation from Iclone in unreal it doesn't act the way it's suppose to.
I've tested this by getting animation assets from Unreal Store (Kubold) - all spin animations and their respective root motion work fine in Unreal, the moment I import them into Iclone and export them back to Unreal Engine 4/5 and enable root motion, the animation ends up all wobbly. same goes for Mixamo animations as well