ok so i started digging again after spending another day creating offset logic for my animations to compensate for the fact that my root motion is not working.
1 animation is now taking more than a day to implement. Where a simple already animated jump animation should take 5 minutes to setup… its taking me over 48 hours.
I dug into the root motion example and noticed they have a root, and their hips are a child of the root.
Judging by the animation and skeleton it seems that the root is a point on the floor at 0,0,0 which stays there unless it is moved.
I don’t have a root root. My hips are my root.
Could this be why UE4 cannot interpret my root motion?
It would be really awesome if Epic or the community can comment on this. I went through the documentation again and it states no where in the root motion documentation that your rig must have a root on the root zeroed out.
This is just my root motion compensation logic… and its not even done and my animations are looking pretty much terrible due to not having root motion functionality.
As you can see this is a significant amount of work that should not be required.
And all i need is some form of acknowldgement that i need to either rebuild my rig and redo all my animations… or i should continue to implement all the root motion compensation logic.
I cannot find this requirement here Skeleton Assets | Unreal Engine Documentation or here Root Motion | Unreal Engine Documentation