Generally, it's a better idea to avoid Root Motion and instead control your character's movement via Self-Applied Forces. But if you have a good animation, you may want to use it as you will get the full intended motion the animator has created (like for cinematics).
There are 3 things to make sure Root Motion works:
1) Your character Hitbox Setup needs to have a bodypart hitbox that is assigned to the root of the rig. If using the Blender Human Meta-Rig, the object "metarig" should be your Root bodypart. I believe 3DS Max's is "bip", but I'm not 100%. The rigs in these packs have "motion" object as the Root bodypart.
2) The animation in question needs to have the correct import settings so the Root Motion still takes place. I've found the following works best:
3) Lastly, in the Move file's Animation options, set Root Motion on and ensure the same Root bodypart assigned in step 1) is used for your Root node.
If these settings don't work for you, then it's possible the animation's root node isn't correctly set up (usually common when you have an animation created separate from the model). Try assigning the root node in the import settings, under the Motion drop down.