Making sequencer work with root motion animations in UE 5.4

Hello,

I’m trying to get root motion animations working in sequencer in Unreal Engine 5.4.

This is what I did so far:

  1. Ensured that animation contains root motion, that it is at 0, 0, 0, that it is attached to the root bone.
  2. Root motion is enabled on the animation page (named RESULT). The animation preview shows red line when root motion is disabled as expected, and it is also properly consumed if root motion is enabled.
  3. In the animation blueprint, I also set it to get root motion from everything.
  4. In sequencer, I added the animation itself and transform track. The animation is played ‘in-place’, which is, I think, wrong?
  5. In sequencer, if I disable animation blueprint and set Custom Mode instead, animation works, but root motion doesn’t do anything thus Capsule Component stays in the beginning, which is not what I really want.

I also suspected that this is related to character movement component, but setting Flying/None mode does nothing, disabling collision and gravity also does nothing.

Here is the sample project with the basic setup that doesn’t work (it has SOURCE animation I retargeted and RESULT which is used in level sequence TEST):

Will appreciate any help or insights. Thanks!

Good to have this topic, cause I’m having the same problem for a month :sob:

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This post also describes similar issue: How to properly use rootmotion to move a character using the sequencer?

anybody found a solution ??

Same problem. Anyone figure this out?

After many hours I was able to solve my issues with this. Here’s what worked for me:

Assuming you have a valid root motion animation… Add the animation to sequencer. Don’t increase the animation duration. If the animation is an even number, shorten it by 1 frame so it is an odd number (I can’t even…). Then create duplicates of the animation on the track for the duration you want to move. Bring the track player to the first frame of each duplicated animation, right click on the track and select “match with bone on previous clip” and select the pelvis.

Other notes: make sure the mesh animation is set to custom mode and not an animation blueprint. You can add this option to the sequencer and set it at the start with a key frame. In the sequencer details on the map, check restore state if you want to return to a BP animation after the sequence. The options on the sequencer tracks to restore state don’t work for this as far as I can tell.

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@mortsnort : I think you may have just fluked and thought that convoluted process was the solution, and I don’t blame you at all because getting root motion to work in Sequencer is beyond infuriating! I spent the last 2 hours pulling my hair out.

Thankfully with the help of Three Ways on YT, I was able to figure out what was actually causing the issue, and it’s a lot easier than your solution. You have to enable the “Motion Match Bone” when the playhead is at the exact moment the two animations transition. If you turn it on any other time it won’t work (I was turning it on when the playhead was in the middle of the animation). Oh, and use the Root bone as the bone to match. That’s why it’s called root motion. If you use other bones you’ll get weird rotation or translation offsets added over time.

Shout out to Three Ways for their video.