I can’t help but notice that root motion appears to somehow be framerate-dependent. We have a simple dodge animation with root motion and during frame time spikes (actual or simulated, e.g. with setting t.MaxFps to 3), the character travels a significantly longer distance than when the game is running smoothly.
Is this a known problem? There are a number of fairly complex layers to peel in this code before I can fix the problem myself, so it’d be cool to discover it has already been addressed.
Has this issue been resolved? The link does not work, and I have the same problem with 4.12. (I am planning to update my engine version soon, so if it works with the newest one I would be already more than happy).
Edit: sorry for the stupid question. I just checked the 4.13 release log, and this bug was fixed there indeed.
Got the same issue on 4.16, I got a roll movement with root motion and the distance traveled is significantly higher on low frames config, that also make weird moves, like roll towards to an edge of a platform and instat teleport the player to the bottom of the ground under the platform.