To be able to vault over an object, I’m using a purchased animation, and doing Play Anim Montage on the player to play this animation. However, the player bounces a lot further and doesn’t land properly as shown in this video below. The player is the one in the foreground, and a skeletal mesh is playing the same animation in the background (without root motion) at the same time.
I slowed it down for better visibility:
~ ShowDebug animation
Then tab to the actor in question.
Once that’s done.
~ slowmo .5
(Or whatever the command is to slow down).
Then film.
Reviewing the footage you will probably notice that the root bone position of the vaulting is being transitioned into “something else” when it likely shouldn’t.
For one.
The movement mode of the character component. If it’s walking, you may have to set to a custom mode for vaulting and set it back to landing after the actual landing.
For two.
Sure, root motion carries the capsule over, but where is the actual capsule? And is it reduced in size while vaulting or are you just disabling collision… or what trick is being used to do this?
If the capsule is in the air at the end of the transition, then the character will be flung forward simulating physics…
For 3.
Perch radius.
The character may be auto jumping at the end of the vault if the capsule is being dragged over the block.
This goes bake to 1. Setting movement mode to something that isn’t walking will prevent the default behaviors.
For 4.
Consider just changing this to a closed blueprint animation system. Like jump.
Vault start - character aligns to object.
Vault cross - character transitions over the object.
Vault land - character shifts back into movement.
With that, you can use notifies on the transitions - which always fire, unlike other notifies, to swap movement states and other things…
For 5.
If you thought this would be easy, then you must be new to the engine
Thank you for your reply. I’m not new to the engine at all and never said it’s easy.
I’ve tried doing the same setup with the default UE4 Mannequin player and skeleton (problem persisted) and I’ve also tried other animations. Those other animation worked correctly, so I’m strongly assuming it’s the animation itself.
So that’s what I ended up doing, using a different animation ;-).