I’ve been working on importing some animations into UE4 as part of moving an in-progress game from Unity to Unreal. I feel like I’ve got a pretty good handle now on the animation and controller parts of the engine.
There’s something I think is true, but I wanted to make sure I wasn’t missing something. Can someone give me a sanity check on the following statements?
- Animations that have root motion can have that accounted for in an AnimMontage, Unreal Animations themselves don’t have the ability to adjust for it.
- Blendspaces only blend between Animations and not AnimMontages
Therefore, as of right now, it appears that if you want to use Blendspaces and don’t want to be doing a lot of crazy hand-tweaking of stuff, you have to be using animations that don’t have root motion.
Is that correct? I know how to remove root animations from a motion, but I really feel like I must be missing something and am trying to do things the hard way.