8 Directional Locomotion with Gamepad

Yeah relative foot position has always been an issue in most game engines as there are still requirements on the part of the animation migration that needs to account for the current state of the position of the left and right foot when exiting the current locomotion state. The old way was to exit from the current state into the next based on the percentage on which the completion of the current animation take that best results into a blend from one key pose to another.
To solve this problem Epic added the Sync Group and Sync Markers so that Unreal knows the relative position of the left and right foot and will blend the overlap for you with out the need for corrective poses.

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