My root motion works on pawns that are not possessed, but when I start controlling them they stop receiving any rotation, only ever moving forward. Is there a setting that was changed or added between version 4 and 5 because I had this same setup in a 4.27 build and it worked just fine.
There are a few reasons why your root motion might not be working when you possess a pawn in Unreal Engine 5.
Firstly, ensure that your pawn’s movement component has “Use Controller Desired Rotation” enabled. This setting is necessary for the pawn to receive rotation from the controller when it is possessed.
If this setting is already enabled, check that your pawn’s controller is not overriding the pawn’s rotation. In the controller’s “Tick” function, there may be code that sets the pawn’s rotation to a fixed value or to the controller’s rotation, which would prevent the root motion from affecting the pawn’s rotation. Ensure that the controller is not setting the rotation of the pawn in any way that would conflict with the root motion.
Another potential cause could be changes to the animation system in Unreal Engine 5. If you are using an animation that was created in Unreal Engine 4, it may not be fully compatible with the animation system in Unreal Engine 5. Try creating a new animation from scratch in Unreal Engine 5 and see if the issue persists.
Lastly, there could be other settings or code changes that are causing the issue. Check for any changes in your project’s settings or code that may have affected the pawn’s movement or animation behavior.
I’ve toggled “Use Controller Desired Rotation” and it had no effect.
The only code running in the blueprint and its parents is the code which applies rotation to the camera springarm. I’ve tried removing those components as well to see if some backwards rotation inhertiance was occurring, but that was not the case.
I had this setup in 4.26/4.27, but I have created all the assets from scratch. The skeletal mesh and animations have been imported from blender using the blender to unreal plugin.
The blueprint behaves as expected if placed directly into the scene. To test I hardcoded leftward input so the character is running in a circle. When placed in the scene it runs in a circle via root motion. If I possess the pawn while it is running in a circle it continues using the leftward running animation, however it only moves in a straight line in its relative forward direction.
Hope this helps someone out there:
True, when you posses a pawn it tells the pawn to use the controller rotation yaw, simply you need to disable it so it can use the rotation provided within the animation data istelf.
To do this just type on your search bar (where you look for nodes) “Use Controller Rotation Yaw” lastly make sure you do set orient rotation to movement on your character movement properties, in my case im using it for a Fps game so I might need to tweak or even attach the camera to the FPS arms so the rotation matches blah blah.
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