# 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:** 1\
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**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")

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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):

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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.

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