Issues with movement/rotation changes due to blending in root motion montages.

Firstly, we are working in a client/server environment.
We have a root motion montage that, for the sake of argument, moves 100 units in the X direction. This X:100 data is exported to the server.
The problem on the client side is that when the Blend In/Out values (default: 0.25) are set, they also affect the movement value of the root motion.
For example, on the client side, the character might move only around 90 units and then stop.
Is there a way to have only the animation blend, without affecting the root motion’s movement/rotation values?
We are using Unreal 5.3 version.

Hi, I’m not 100% sure, but having root motion don’t be affected by blend seems to be impossible to me… It’s because root motion is actually animated movement of root bone, so when you blend between animation with root motion and without, that movement is naturally blended. The same like you couldn’t disable blend just for 1 arm (without additional tricks).

Of course there are some options depending on your solution that might be more or less convenient:
-extracting root motion and play it separately from other animations without blend
-combining root motion movement out of blend time (you could add other animations into a montage before and after that animation with root motion)
-if you need really precise movement (like exactly 100 units), I would rather use logic to move a character

But as I said I’m not 100% sure. Good luck with that!

Another two options would be:

  • set blendout to 0. Likely unapplicable but it is an option;

  • This X:100 data is exported to the server

    this part isn’t very clear for me, but can you use default settings where animations are fully simulated on server? I may be wrong, but afaik that’s how default ue’s server works if you don’t change any settings. This way your server will also blendout to X=90 as your client