I am using the new locomotor plugin from Unreal 5.6 and I am trying to use it to animate a character that uses the character blueprint to move and animate the movement of a four legged character.
The problem is that after the locomotor plugin applies the new position of the character moving it to the target it lags behind the actual speed of the character driven by character movement component. Is it possible to use the locomotor plugin to move the legs without messing up the pelvis position and getting the in-place animation behavior.
The control rig only has this one node which receives pelvis bone and target bone as input but returns the 4 positions to be used with FullBodyIK. There is no control over the pelvis position.
Are there any other nodes that could leverage the ik system to move the legs keeping the character in place.
The locomotor plugin is probably created for the animation of the actor in cinematic situations, but it has a lot of potential to be used for player character basic locomotion. It works perfectly for in place Turn animations.