I need help combining the movement from animations with pawn movement.

Hi, I’ve been getting into making combat systems and AI to fight. I have some punching animations that I use to visualize the combat. However, I am noticing that when I have an animation of my character punching and covering a large distance, they snap back to the start position rather than snapping to the end location.

My question is, how would I be able to make my character pawn move along with its animation, or at the least reposition to where the animation ends?
A friend of mine told me that I should make the player animation move in place, and then add my movement in programming. But this seems like a very roundabout way to do this and I can see a high chance of inaccuracy with the movement. If you know of a better way please let me know!!

Hello,

Google.

I’ll help, but really, this issue is VERY WELL DOCUMENTED already.

If the animations are from MIXAMO, you are out of luck and will have to do what your friend suggests.

If they aren’t, and they’re rigged properly, you can adjust the ROOT MOTION settings in the ANIMATION tab.

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Root motion makes animations return to where the player is.because the whole time player didn’t move at all,it’s the animations move on their own.you could select the capsule component and uncheck the”hide in game”option so you can see how it behaves.

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Thanks dude, I googled it for 2 days but its kinda of hard to pull a keyword out of my ■■■ when I have no ■■■■■■■ clue what I’m talking about.
But thank you, “Root motion” appears to be exactly what I was looking for.

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