I’ve got a character blueprint with an animation blueprint that will animate it’s idle and walking, and I want to use sequencer to make him simply walk forward and then stop at a specific location. However I found a bunch of problems in my attempts to achieve this.
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if I enable root motion on the walking animation, and DON’T use the transform track in the sequencer, the characters moves when I click “Simulate” but I can’t preview it’s movement by playing the sequence. Also making it really difficult to for example making it turn since I don’t know when does it reach the corner
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If I enable root motion on the walking animation, and use the transform track (without Keyframes) the character doesn’t move at all, and if i add keyframes, it will just follow the keyframes to which point, rootmotion is useless.
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If I Don’t enable root motion on the walking animation, and chain the animations together with “match bone to previous clip”. The character still resets back to it’s starting position everytime a clip ends, both in simulate and preview.
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I tried using an actor blueprint with an skeletalmesh instead of a character blueprints, with rootmotion disabled and matching clips, and i can preview it just fine and the simulation works fine BUT, it resets back to the start when the sequencer finishes.
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Adding and “Animation Mode” Track an changing it to animation asset ends up with the same result as 4.
The animation Blueprint is set to receive root motion for everything.
What am i doing wrong? What am I missing?