Timeline character animation cancels out the character script gravity logic

I’m trying to use the Unity timeline to animate a character through a sloped plane. A variant of the 3rd person controller script is attached to the character, and it works just fine with an animator controller with a default walking state. When I try to do the same thing in the timeline by creating an animation track and using the same animation clip, the script seems to stop working - the gravity force it applies to the rigidbody component (through AddForce) has no effect on the character.

I’m preparing a cinematic scene and I rely on the timeline for all my animations, so any help with this would be greatly appreciated.

This is expected behaviour with timeline, it overrides the motion from physics in most cases. This is a known issue, and the animation team is working on a solution.