The above image shows my problem. When I play a Fly animation, my Bound does not follow me. I have already activated RootMotionMode, but it does not work.
Is there any way to help me?
Thanks
You don’t.
You simply don’t use animations to do what the engine should be doing via movement/code/or physics if you need the bounds to be accurate.
Have a look at the space ship content example for a woeking flying object.
Sorry for necroposting, but I’ve been really frustrated by this issue for a long time and want to leave an answer for those who might be seeking it in the future.
Referring to the documentation Out of Bounds Pixels | Unreal Engine 4.27 Documentation | Epic Developer Community, the main problem of skeletal meshes going out of bounds during animation is the absence of a physics asset. In your case, the whole mesh goes out of bounds, but usually, it’s a problem with meshes that are attached to the character mesh. During animation, the master character mesh moves out from its root, and it’s okay for it (by default, the character mesh has its physics asset set up), but the attachesmight not feel so well. You can use “Use Attach Parent Bounds” in such cases if you don’t want to add a physics asset for optimization reasons. (Make sure the parent has the physics asset set up).
Back to your case, there is yet another option I think might work, and it’s RootMotion animations. Basically, they move the object dynamically based on the animation, so the bounds will stay with your object till the end of the animation.
TL;DR: You need a physics asset when animating skeletal meshes away from their root.