Me and a colleague have started working on a procedural walking system with FBIK.
We followed the procedural animation video from Unreal team on YT.
Proceeded to implement a control rig with FBIK and the C++ code necessary to run the walk cycle.
The problem we currently have is that while the animation works there is no root motion applied from control rig. Basically the animation plays, walks forward and there is no change in the root position, the origin of the character staying the same.
I was wondering if control rig can actually pass root motion to animation BP and we have missed something or that perhaps we are trying to get something that doesn’t exist to begin with.
I am adding a link so that you can see the issue: