Originally motion warp was simply changing the gate of a step based on speed of travel.
Whatever came to be called or you are calling motion warping is definitely not that.
If you are looking to have the character move from a to b following a root motion animation you don’t need anything at all.
Simply playing the montage with root motion enabled will take care of moving the player capsule/mesh etc. along.
If you are looking to transition between 2 animations, where one is root motion enabled and another is not, thats also straightforward. Root motion plays in place by automatically translating the player positon to the value(s) of the root bone. You can chain non root motion animations after it without issues.
If he issue is sync groups when swapping animations, then you need to make sure both anims have the same sync markers setup.
Anything else, explain what it is you mean/need (and what parameters are involved.)
So the reason I used the Motion Warping was so I could bring my character to the right position in part of the animation, this would be in a way that there always in right place by end of movement. Where as the root motion method which wouldn’t would as play may not be if right place for animation to pair up exactly right.
Player would move from any point A to set point B, whilst the montage is playing, let’s say first half.
If I understnad correclty - possibly proof read? - root motion on a montage followed by a non root motion montage would achieve what you need without needing anything extra…
So the thing I have is that when the player interacts, the motion is warped as after the first couple of seconds there is where they need to exactly be.
From what I have read you can’t motion warp unless there root motion on the animation, so I create root motion so two steps forward for instance so that when it does the motion warping on that bit, the player is warped into place.
Ok, in those cases where you have to interact with an object:
the object should define where the player needs to be.
the interaction from the player will move the actor where it is required to be by the object.
the relevant animation will start to play after the alignment has occurred.
You can use all sorts of ways to align a character.
For far distances I suggest removing all user input, maybe even switching to an AI controller and having it moveto to the location you need.
For short distances where “gliding” won’t be noticed, set up a basic animation that loops. Play it as a montage.
Align the character over a timeline with a lerp.
At the end of the lerp toggle out of the loop by playing the animation montage you need.
For “evolved” situations where you want to take a step, rotate, etc. You need to study up on Predictive Animation to set up something which will work in your specific case…
Actually not sure what MostHost_LA means by any of this, but to the op and any others reading this, I know this is an older post, can know that you can very easily motion warp root animations to make sure the montage’s root motion will skews to where you want the resulting location to be by the time it reaches the end of the motion warping state notify. That’s actually kind of the point of root motion motion warping, to warp the root motion to end up where you want, specific use case would be to make sure the attackers fist always lands at the right distance to the face, or whatever target you setup in the warp. Regardless if you’re using this on AI or players.
Again, to reiterate for anyone else reading, there’s no need for all this, duct tape style workflow, just use motion warping, it’s there to warp the root motion so it skews in a way to reach whatever location and rotation you provided it by the end of the anim notify state in the montage.
Your solution probably slides in place and won’t look natural which to anyone making anyting decent is a concern.
It’s also something that only became part of the engine some 5.+ versions ago, while everyone who works is using 4.something because of the engine’s constant instability…
There’s probably some bastardized version of lyra thar works on 4. Something, but nearly all the things that make it work are only refined in later engine versions, ergo:
You need to make the system yourself if you want a good looking solution that just works.
Actually with motion warp notify states setup correctly, you will only skew existing root motion movement, thus if there is no motion there is nothing for the notify state to skew, and so there’s no movement, hence no sliding in place, as the movement is lerped down to 0 to match the lack of movement on the root motion… So generally you tend to not get sliding, unless you mess something up with the setup of course. We already using this as a standard in the triple a industry.