I have been working on getting custom animations into UE4, and have figure it out for the most part. I’m having difficulty with the running animation though. In the Animation Blueprints, I created the blend space for idle-running and all the necessary components, so my character runs. The problems is that when I enter play mode and run forward, the character does the animation over and over rather than staying in the one spot and just running. It still moves, but runs forward and the clips back and runs forward again and it doesn’t seem to stop. This puts all the collisions off as well, and makes it extremely difficult to watch. Anyone have any tips for this?
Sounds like you have a mismatch between whether the animation is designed to use root motion and whether the pawn class is using root motion.
How can I figure out if that is true? And how can I fix that?
For a quick check you can look for a checkbox on the Pawn class details (or maybe its CharacterMovement component?), something like “Uses Root Motion”. Try turning that on and see if that improves things. Sorry I don’t know exactly where it is but you can probably find out by looking for that key phrase “root motion” or “rootmotion” in the Unreal documentation web pages.
Try turning it on. I bet that will fix it.
Hi. Solution is easy. Go to Running Animation of your character and enable RootMotion in this animation and save it. then all your problem would be solved at once. here is a link how it looks like Unreal Locomotion Blendspace with Rootmotion - Part 1 - YouTube