Need a hint please, i cannot find the solution, which is probably simple…
I have a jump forward animation with attack (kind of jump with 2 hands axe and smashing the ground). When i m playing it, either
my mesh is moving, but my actor is staying in place.
With “enableRootMotion” active, my actor and mesh stay in place.
I cannot find the way to enable my actor to move with the animation. Or do I need to “record” positioning of the mesh root and apply it to my actor with “enableRootMotion” active ?
This question is so common and too many at this point.
The definition of root motion is to translate your root bone and NOT THE PELVIS bone.
It will never work for the root motion if you are using your hip/pelvis bone to translate your character. The solution is to change your translation to be your root bone this time.
I thing you get that animation from mixamo
The mixamo root motion animation not work correctly in unreal engine
Because mixamo skeleton doesn’t have root bone
Assuming the animation actually moves the root bone, and you have ticked the enable root motion tickbox in the anim asset, then by default if you play the animation using a montage it should move your character. There is an option in your animation blueprint to enable root motion from all animations and not just montages, but it’s not set to that by default.
This statement of yours is too vague. Which part did not work for you? Bare in mind that you need to tweak the settings/parameters in order to make it work. Do read the provided documentation to understand how the settings/parameters work.
Yes, I’ve been using it for 2 years now. It should work fine if you know what you are doing.
That proves your root motion worked, so now just to double check.
Make sure your anim graph use this default slot node. If you have different slot, then used that slot instead, but by default it is set to default slot node.