While creating animation for spawned Enemy units, there seems to be no root motion available for Pawn and actor BP classes, and the only way to make Root motion work is to create a Character Class.
I was wondering if you have flying enemy units that we would like to have Root motion for, in order to use it with proper root and physics blending, we will be forced to go with having a Character class for each one of the spawned enemy units (these could be hundreds). Is this an OK way to do this? Is there a foreseeable significant performance Impact using the character class in this way?
Why not have Root motion available for Pawn or Actor classes as well?