Ahh I see. You can fix this issue by allowing the animation to move the character, or having a keypoint that defines the position of the character mask in the animation instead of it being in a static position. Then it should be fine.
Edit:
The way I handle it in my game is that movement is part of the animation, but under a animation curve called "Root Motion". It's basically an vector2 animation curve (animation key values over time). The value will be added onto the character's position, but not the animation.
Edit:
The way I handle it in my game is that movement is part of the animation, but under a animation curve called "Root Motion". It's basically an vector2 animation curve (animation key values over time). The value will be added onto the character's position, but not the animation.