Hi there. I’m currently learning Unreal Engine 5 and trying to set up a dodge roll. I uploaded an animation from Mixamo, imported it into UE5, and enabled Root Motion. I then created an Anim Montage and set up the ‘Q’ key in the Blueprint. However, when I press ‘Q’, the character spins in mid-air instead of staying on the ground. Could you tell me how to fix this? Alternatively, if there’s another way to implement a dodge roll, I’d appreciate any suggestions. Thanks for the help!
Considering you are working with Mixamo, this is most likely a mismatch between key bones. Most Mixamo anims stores their motion around the hips, so if you try to pinpoint it to the root with Root Motion, it won’t spin as intended. I would suggest sending the asset to Blender or Maya, and adjust the root and hip bones, so they work along during the roll.
As for further resources on dodge roll, the following tutorials have proved quite useful for my projects, please give them a look: