Yup, I was contacted, thanks!
Glad I could help! :>
Hey all. I’ve pretty much exhausted my search for information on getting these animations hooked up and looking as good as Kubold’s web player version in Unity (exactly what we want). This is my first foray into using root motion for locomotion, but we really want the weight and realism it brings. That being said, I’m stuck. I’m posting the important pieces that I have so far with the hope that those of us that are working on this can collaborate, or get a nudge in the right direction from someone that has it working well in UE4.
Let me start with what my biggest issue is, both conceptually and practically. Turning! So all the change in direction is controlled by the movement blendspace, as in, the animation turns the character, right? is my root motion movement loop blendspace, very straightforward:
I placed a green input arrow around my character, which is the input angle (the direction the character needs to go). The amount I need to turn, the turn angle, is the angle between my character’s current heading (forward vector) and the input vector. Easy enough. 's my AnimBP event graph to get those:
Please excuse the mess, I’m not concerned about cleaning up the graph until I get it working right
Ok, I know I’m not doing anything to stop the turning yet (unless you change the input angle), but that’s one of the things I can’t wrap my head around. If set the turn angle every tick (as the character turns closer to the input direction), then the character turns less and less turn angle gets smaller. That means a simple 90 degree right hand turn takes a looong time to actually get moving the correct direction. Setting the turn angle the way I am now is unreliable because small mouse movement or key presses make it re-evaluate, which often makes a 90 degree turn rate change to like 35 degrees (much slower turn) because the character’s heading had changed.
On one hand, I feel like the concept is simple, use the turn rate in the blend space to move the character towards the input direction. In practice, I can’t seem to make it work like Kubold’s Unity controller. I feel like I’m missing something fundamental. Hope this fosters some more discussion . If this is the wrong place, I can always move over to the animation forum. Appreciate any help or ideas
Oh, 's the state machine and important associated nodes for reference:
Hi,
Movement Animset Pro just got a huge update. It adds 50 new animations:
- run strafing
- crouch strafing
- throwing
- getting up from ground
and more.
https://.com/watch?v=q8f1gTcpKjE
The set now has 185 animations!
I wrote an e-mail to Epic to update the pack and sent them the files. It will be live as soon as they handle it ![]()
Hello Kubold, any news about the controller or the event graph yet? I am new to game development, lots of people like me would benefit more from products in the marketplace through tutorials. I saw one guy on the thread saying that he will create a controller and sell it on the marketplace.
Looking forward to this update.
THANK YOU! This is my favorite. Once this update is posted, we’ll work on implementing it into Indigenous. I’ll post our work so others can see how we’ve implemented the animations (as I promised, so long ago).
Can you help me with the event graph, i also am a animator currently MAKING A GAME WITH TEAM NOTE:those who help us will receive credit on our site and our final product ,
can you post your Angle Between Vectors function?
What I do in my Unity controller:
- create an object (a null) that I call “InputCompass”
- I set the position of the InputCompass to be the same as the character position, every frame (so it’s always in the same position as character)
- I add a “Look At Direction” script, that makes the InputCompass always face the input vector (so basically InputCompass rotates to the direction I’m inputting)
- then I’m measuring the angle between the character’s forward axis and the InputCompass forward axis (so I’m measuring the angle between objects, not vectors) with this script.
It’s in c#, I don’t understand it, becasue I’m not a coder. But I use it and it works, so maybe it will be helpful to people who can code 
Thx for your answer Kubold. I’ll try that!
Hey Kubold,
I didn’t see a thread for the pistol animset…had a question.
Why is there no crouch strafe, crouch walking set while holding the pistol in combat ready mode… the set is great otherwise… but makes crouching useless since unless the character is idle… walking has the pistol pointing to the floor and the shooting at the crosshair.
Otherwise great animations and good job 
Because I didn’t need it yet and making all those animations takes huge amount of time and money, so I skipped it. Notice, that the pistol set is way cheaper because of that.
Anyway, I made a full crouch mode for pistols now, I’ll be submitting soon. Also the set will go $50 price (but if you bought it earlier, the update will be for free of course :)).
Btw. what do you mean “walking has the pistol pointing to the floor and the shooting at the crosshair.”? Whaaaat…?
Hi Kubold! Your animations look really awesome, but I have a question about this:
Will this really work? As far as I know this could push the AI out of the navmesh, and then the AI would be stuck and could never move again. I think it’s not possible to use rootmotion with navmesh AI in UE4, at least this is what Mieszko (Epics lead AI developer) wrote .
Will using your animations with non-root motion still look good with AIs?
Thanks!
Awesome! Thanks for the prompt reply too!
if you use the crouch from any other set, including the movement set from the position of the hands you can see that the pistol would be facing the ground… so if the player was to fire it while crouch walking then it would look like its firing to the ground… but the trace would still connect to the crosshair… etc…
Animations should not push AI out of NavMesh because NavMesh should not allow that. Agents should be “stuck” to navmesh, unless you don’t update their position every frame. But I don’t know UE, I can only reference how it works in Unity.
Btw. it’s 2015, pretty much all AAA games use root motion for everything (especially AIs), except competetive multiplayer.
Sure thing.

Wonderful news!! keep up the good work!!
Hey guys,
I am in the middle of building a control for these packs however having some real issues getting root motion jumping working. My understanding is that you are supposed to animation the start of jump and then detect colision with ground and then animate the landing. Is that your understanding as well? Also for some reason I cant get a hit detect generated when the character has jumped in air. Anybody have some advice on this?
Thanks
Hi,
yes, that’s exactly how I do it in Unity (use root motion jumping with disabled gravity during the jump). However detecting the landing moment with physics collision is not accurate enough. Generally you should use very short raycasts (traces) to get perfect landing detection. So for example, when the character is in air, start shooting 20cm raycasts from the bottom of the capsule. If they hit something, play the landing animation.
Btw. you don’t have to do it on root motion, that’s just one of the options. There is no “one right way” to use those animations. There are also non-root motion jumping animations included, that will work with plain, classic physics jumping or even code-driven jumping. After update 1.5 you can practically build anything from this set 




