MotionMatching doesnt choose some animation from database

Hello everyone,

hope to be in the right section. I’m just learning motionMatching importing Lyra animations to the 3D TPS project by default. All fine, motion matching activated and working but it doesnt select some animations despite I’ve imported them into the database.
Jumping animations fro instance, not set, and also as soon I start running, the character slides forward in idle animation for a moment instead the change animation once pressed button.

How can I fix it please? Many thanks


I am having same issue. watch this video
i have been trying motion matching (with replication) with lyra animation pack, but there seems to be a problem when spamming A and D keys repeatedly the owing client seems to predict the pose correctly while the other client seems to be stuck with just one animation (while the mesh is moving) please refer the above video and help me diagnose the problem

Jumping animations wont work out of the box. For that we need to use is falling bool.
Maybe this will help you: https://www.youtube.com/watch?v=20BbDaFYN_o
https://www.youtube.com/watch?v=9yQ47xcx7sI

it seems that it doesnt understand to change to another animation.

Im trying to change name of the animation files… something happens but nothing about fixing that issue.

Any ideas?

but nobody else is facing the same issue?

apparently something seems to be better with this soluton:
unloop all animations you use :slight_smile:

I finally fixed the issue temporarily by replicating the character trajectory component. But by debugging it in a network profiler its 14 times more unoptimized than the normal state machine system. If you dont want to create a networked game then you can go with my implementation. I can share the files if you want.

But in a networked game i dont think replicating trajectory component is a good idea. I am now trying it in unreal 5.5 version, maybe they had solved this issue and it works out of the box, lets see.

Unloop the animations. Motion matching seems to decide itself when to apply the same animation or another one

If your replication of the trajectory component isn’t optimised, I’ve published a marketplace plugin for a lightweight solution for replicating the character trajectory component! Take a look:
https://www.unrealengine.com/marketplace/product/replicated-character-trajectory-component