I've been testing/exploring character movement with root motion in Unreal. I've modelled a simple character in Blender, animated a walk cycle with root motion, and in the end I've got the desired result - movement seemed to work and look just as it should. But in the process I've noticed a little detail.
For adding the root motion itself, I've followed a tutorial by Mark Masters, a professional game animator, so the root motion in my animation (as well as Mark's) starts a bit behind the world origin and then moves forward beyond it. In Unreal it looks like this (here character moves from left to right):
But I've noticed that in the vast majority of the tutorials related to setting up the movement system (and in Unreal docs as well), the root motion starts exactly from the world origin, not behind it (i.e. in those animations in Unreal the red line looks like in the second picture from the very start).
My question is: does it matter/have any consequences down the line (in Unreal/gamedev implementation in general) if the root motion starts anywhere outside the world origin? Thanks!

