FPS arms move relative to player

Hi everyone.

I am currently working on a hobby project, a multiplayer survival FPS.

I set-up my character in the following way


As you can see, the skeletal mesh of the arms is a child of the camera, which itself is child of capsule. The full character skeletal mesh is called Mesh and it is directly below the capsule in the hierarchy.
The full body and the arms have their own Animation Blueprints. Since the full character and the arms share the same base Skeleton, they are using the same Blend Space for movement animations within their respective Animation Blueprints (just for testing).

The issue is that when I walk anywhere, the arms do animate, but they also move away from the body and camera. As you can see in the pictures below, in pic #1 I am standing still, while in pic #2 I start walking forward and the arms also go forward. The camera and full body skeletal mesh however move together.


I also noticed that if I use the method in the picture below, this additional motion is removed (the source mesh is the full body). However, I don’t want to copy the animations of the full body onto the arms. My intention is to have a separate blend space for the arms in the future. And if I try to have that, then the arms will move forward like I explained before

From my understanding it’s an issue related to root motion. However, I can’t figure out how to fix it. Setting root motion to OFF in the actual animations does not solve it.

Does anyone have any explanation and suggestions?

Thanks in advance

Hey @mitoand9!

Correct :blush:

Also make sure to have the Force Root Lock property enabled under the same Root Motion section like this:

Screenshot 2025-07-21 090047

Hope this helps! :innocent: