Hello, i wanted to ask how can i make combat animations that can move to different location by itself during the animation and staying in that point. when i root motion it just stands in a place, when i don’t it just dashes back where it started. can anyone give me some tips on this? please
thank you, just wanted to know how other people do that, i was thinking about making it in blueprints but then i though that maybe its possible to make an animation in blender that does that by itself with root locked.
I don’t think you can “make” animations in the Engine itself.
What’s happening is that the character blueprint stays in the same world location, while the skeletal mesh is playing the animation. Another issue you might run into with animating the translation in the animation itself is that since the skeletal mesh will move around, the capsule collision or box collision of the character will not.
However, you can make the animation of the character in the rooted location(I mean with the root locked), and in the character’s blueprint, you can execute a combination of AddDeltaLocation or SetRelativeLocation to self to get him to move forward.
So essentially your character stands in place and performs the animation, while you use blueprint to actually move the actor in the world physically. That way the character will retain the world position once the animation is done.
Best.
hello dear, can you put an example for
"combination of AddDeltaLocation or SetRelativeLocation to self "
how to use these.