glad to hear that.
(y) I know it’s frustrating… I suffer the same thing too when I want to mix up CharacterMovement and Physics Calculations to my root-motion based Character. turns out that there are situations in the game that are not necessarily handled by root-motion and you find yourself obliged to use CharacterMovemnt. (when it comes to precise calculations) eg. moving horizontally while aligned to a ledge. this requires me to abandon the root-motion method. but on the other-hand I guess you could implement this using Blueprint Anim Graph (Modify Bone) method. ![]()