I am using Movement Animset Pro. The problem is with is falling node. It doesn’t work when character is in flying movment mode. Can someone post screenshots of blueprints?
Here are some things to keep in mind while working with root motion:
- Root motion will be ignored on the Z axis unless the movement mode is set to ‘Flying’.
- Root motion only runs from a montage by default and this default should not be changed in a networked environment. To change the default the setting can be found in your Animation Instance.
- If you’re using a montage it will run from an animation slot which needs to be connected in the animation graph.
These are the steps that should get you started.
- Export an animation with movement on the root bone
- Import it to UE4 and open up the animation to set the option “Root Motion” (enabled checkbox)
- Setup your montage if that’s your chosen method for playing your root motion animations
- When input is received, set the CharacterMovementComponent to “Flying” with “Set Movement Mode”.
- When input is received for the jump, trigger the animation, if you’re using a montage you can call Play Anim Montage directly from your Character blueprint, if you have root motion enabled without the use of a montage you can get the mesh component → Play Animation, alternatively you can use C++ to expose the method
PlaySlotAnimationAsDynamicMontage()
however I wont cover that, that would be better saved for a google search or a separate question. - You’ll need a way on completion to stop it from flying when the animation has completed, the easiest way IMO to do this is to use the node
Get World Delta Seconds
+ the length of the animation and store it on a variable that you check on tick, that will give you a ‘time’ when the animation will have completed, then on tick you can check ifGet World Delta Seconds
is >= that stored variable, and change the movement mode if so. Alternatively you can use anim notifies but that’s covered elsewhere.
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Thanks for advices. What if jumps are not from same height, what is the best way to get information for completing falling animation?
No idea what you’re trying to achieve, why are you using root motion for your jumping again?
Something like this . I am using root motion animations because they are more precise.
I am having the same issue… Vaei, did you create a solution to this? If so… can you post some images of what you did in your blueprints.