Hi everyone,
I’m currently working on an Animation Modifier to procedurally add Root Motion to some in-place animations. I’ve run into a technical hurdle that I can’t seem to clear.
What I’ve done so far:
-
I created an Animation Modifier and used
SetBoneTrackKeysto inject transform data into therootbone. -
After applying the modifier, I can successfully see the red motion trail (the root bone moving away from the origin) in the Persona viewport.
The Problem:
As soon as I check “Enable Root Motion” in the Asset Details:
-
The character becomes snapped back to the origin and stays stuck there.
-
The dashed line (the Root Motion visualization) that usually represents the character’s movement does not appear.
-
It seems like Unreal recognizes the bone movement, but doesn’t “extract” it as actual Root Motion data.
Settings checked:
-
Root Motion Root Lockis set toRef Pose(triedZeroas well). -
Force Root Lockis unchecked.
Am I missing a specific step to “bake” or “commit” these virtual bone tracks into the actual Root Motion buffer? Do I need to call a specific function to notify the engine that the Root track has been updated?
Any help or snippets would be greatly appreciated!