I’ve run into a problem with a custom crouching animation I created in 3DS Max and imported into Unreal. The problem is that when the character is standing (using the default third person idle animation) the feet are solidly on the ground. But when the character crouches using the custom crouch animation, the whole character floats several units off the ground in a crouched position. The custom animation’s root is set to zero on all axes, just like the default animations, but it still hovers off the ground. I’ve tried adjusting the capsule height and the relative position of the character mesh to the capsule, but changing either one so the character’s feet are on the ground when crouching results in the character sinking slightly into the ground when standing.
Anyone know how to correct this kind of thing?