And I want to add dodge roll/ evade roll ( like monster hunter , bloodborne…etc )
So, I bought dodge roll animation above.
I can playback the animation, but the world location of my character doesn’t move. So, After the playback of the roll animation, my character still stands original position.
So, I tried VInterpTo with Set ActorLocation, And Launch Character, But… I think this is not a right way.
And… i used root motion, but after I enabled root motion checkbox, the animation breaks… cannot use this way…
I think I need the function to sync the world/relative location with animation start-end offset.
Is there any function to implement these animation?
Oh, Thank you very much for the answer!
I didn’t know root bone thing is the solution.
I also bought my chracter(skeleton mesh), I guess It doesn’t have root bone.
(If I turn on root bone checkbox in Animation BP in UE4, my character doesn’t move forward in the BP window. He swims in the air…)
I’m very newbie to 3d tool such as 3ds max things, I guess I open it up in the editor, and add ‘root bone’ on the top of my ik bones.
lot of people thinking that the root motion didn’t work because it shows the animation to stay in place, when we activated the root motion. in fact, that’s how the root motion work. because the translation and rotation is feeded to root component
I found ue4’s root motion doesn’t work well when character doesn’t have root bone. And the sample characters on mixamo(free) don’t have it.
Adding root bone is not hard work, but user have to upload their modifed character to mixamo and buy the animation… Uploading means user have to spend auto-rig count.
So, It was about mixamo’s support issue. I tested the Fuse character, which has root bone and supports unlimited auto rig, And its root motion works well.
I hope it helps anyone has the same problem.
( sorry for my short english. If you don’t understand something, feel free to reply.
First find the animation that you need to convert to root motion in the animation asset browser and activate it (double click it). Now go to the Asset Details panel. It should be next to the Skeleton Tree panel. Find the Root Motion section and toggle EnableRootMotion.
Then open up your anim blueprint with the state machine logic and set your root motion mode. This is located in the Anim Preview Editor panel in the lower right. I have mine set to root motion from everything.