# How do you define an action in a State Machine when using Root Motion

**URL:** <https://forums.unrealengine.com/t/how-do-you-define-an-action-in-a-state-machine-when-using-root-motion/340722>\
**Category:** Character & Animation\
**Tags:** State-Machine, unreal-engine, Blueprint, question\
**Created:** [December 7, 2015, 3:15am UTC](https://forums.unrealengine.com/t/how-do-you-define-an-action-in-a-state-machine-when-using-root-motion/340722 "2015-12-07T03:15:05Z")\
**Posts on this page:** 3\
**Page:** 1

<div class="post-metadata">

**Author:** ![MaroonersRockAnimation](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@MaroonersRockAnimation](https://forums.unrealengine.com/u/MaroonersRockAnimation)\
**Post date:** [December 7, 2015, 3:15am UTC](https://forums.unrealengine.com/t/how-do-you-define-an-action-in-a-state-machine-when-using-root-motion/340722/1 "2015-12-07T03:15:05Z")

</div>

I dont understand how to design my State machine when using a Montage for Root Motion. I have an animation where my character Dives forward in his attack, but I cant figure out how to call the animation in a State Machine using the montage. Do you call it in the State Machine at all?? Right now I have my Idle, with Walk Run, then I have Defend, Upper Cut and Round House all coming off my Idle state. Should I be only calling this in my blueprint? I’ve tried but can’t get it to work. Ive had a few other try to explain it but I cant get it. Any help is much appreciated…

---

<div class="post-metadata">

**Author:** ![anonymous\_user\_bcdd396d](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_bcdd396d](https://forums.unrealengine.com/u/anonymous_user_bcdd396d)\
**Post date:** [December 10, 2015, 6:37pm UTC](https://forums.unrealengine.com/t/how-do-you-define-an-action-in-a-state-machine-when-using-root-motion/340722/2 "2015-12-10T18:37:27Z")

</div>

Hi MaroonersRockAnimation,

The following video playlist describes how to set up a character in depth, including instructions on using montages in the state machine (ie adding a punching animation to the character running so that the character punches while running):

> **[A new, community-hosted Unreal Engine Wiki](https://forums.unrealengine.com/t/a-new-community-hosted-unreal-engine-wiki/141494)**
>
> After over a year in maintenance mode, the official Unreal Engine Wiki is now permanently offline. These resources now live on a new community-run Unreal Engine Community Wiki — https://unrealcommunity.wiki/! You will be able to find content from...

Depending on your character creation comfort level, you may not need to watch from the beginning of the series. I think you will find your answer in videos 8-16, replacing the punching montage with your attack montage. Additionally,  
in your montage be sure to designate your notify as a branch point in the details panel. Also, in your attack AnimSequence, make sure the proper Root Motion is selected.

---

<div class="post-metadata">

**Author:** ![anonymous\_user\_bcdd396d](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_bcdd396d](https://forums.unrealengine.com/u/anonymous_user_bcdd396d)\
**Post date:** [December 14, 2015, 6:44pm UTC](https://forums.unrealengine.com/t/how-do-you-define-an-action-in-a-state-machine-when-using-root-motion/340722/3 "2015-12-14T18:44:04Z")

</div>

Hi MaroonersRockAnimation,

Since we have not heard back from you in a while, I am closing this post as resolved for tracking purposes. However, if the information provided did not help with designing your State machine to implement a Montage with Root Motion animations, please respond and include an explanation of why it did not work.

Thanks,

H.
