I found out that root motion feature works only with character class - because of the character movement component.
I’d like to use root motion in my pawn classes, because:
- I have already written a big part of my character’s logic as a pawn inheriting class, and I don’t want to rewrite it.
- I don’t want to use character class, because it collides with my movement logics.
I’m pretty sure someone did it actually, but I couldn’t google it though.
Any tips on how I can implement root motion myself? Documentation is really poor unfortunately.