"[Question] Issues When Using Full-Body Animations in a Game with Upper and Lower Body Separation"

"Hello, I am currently studying Unreal Engine to pursue a career in game development. I am working on a project alone using Blueprints, but I have encountered an issue that I haven’t been able to find a proper solution for. I am reaching out in the hope that someone might be able to help.

[Project Goal and Setup]

Goal:

  • Implement gameplay similar to Warhammer: Space Marine 2, combining FPS and action elements.
  • Use upper and lower body motion separation while allowing full-body animations for actions like rolling.

Current Setup:

1. Animation Blueprint:
  • Using Layered Blend Per Bone to separate upper and lower body motions.
  • Using Blend Poses by Bool to switch to full-body motion when an Animation Montage is played.
  • The State Machine only controls Idle and Walk transitions (Rolling is not connected).
2. Character Blueprint:
  • Set up to play an Animation Montage when a specific key is pressed.

[Issues Encountered]

  1. During the roll animation, the character briefly moves slightly to the right before finishing the animation, making it appear as if it moved forward overall.
  2. A T-Pose appears at the start and end of the roll animation.

:link: Video Demonstration:
:point_right: YouTube Link


[Efforts to Solve the Issue]

Tried ChatGPT Suggestions (But the Issue Persisted):

  1. Checked if the animation was transitioning to a “None” stateNo “None” states were found.
  2. Checked Animation Montage blending settingsTried different blend times (e.g., 0.2~0.3), but the issue remained.
  3. Forced Root MotionSetting it to “Root Motion from Everything” caused additional issues, and the rolling problem persisted.
  4. Checked for animation gaps in the State MachineRolling is handled entirely via Animation Montages, and connecting it to the State Machine did not solve the issue.
  5. Verified “Default Slot” settingsConfirmed that the issue was not related to animation slots.
  6. Checked the Character Blueprint’s Montage Play ExecutionMontages are played from the Character Blueprint, not the Animation Blueprint.

Asked an Unreal Engine YouTuber for Advice:

  • The YouTuber suggested that the issue might be caused by the blending process when switching from the montage and recommended ensuring that blending occurs only when the montage is fully completed.

Attempted Fix:

  • Used the On Montage Ended event as follows:

scss

복사편집

(On Montage Ended)  
→ (Montage == Rolling Montage)  
→ (Branch)  
    → [True]  
        → (Set Movement Mode → Walking)  
        → (Play Animation: Idle Animation)
  • However, this caused the character to T-Pose instead.