I have a weird issue. I have created a blueprint class inherited from A Character and this char moves using root motion. If I put this blueprint into level manually it works properly but if I spawn an instance of this blueprint from code using GetWorld()->SpawnActor<> root motion doesn’t work. Walk animation is playing but character does not move.
Hey I just came across this and was having a similar issue kind of… Trying to spawn HUD widget to a root motion based character… Instead of using “EventBeginPlay” I used The :“event Tick” event with a sequence node off of it and got the widget to display properly without it messing up my character movement…Now i just cannot seem to get my weapon to spawn to my character… hopefully my Images help someone… took me like 5 hours to figure it out accidentally lol.
U can solve this problem by Use SetMovementMode after spawning ur actor and u can set any mode except None. I solve the same problem by using this way. I guess the reason is that what u spawned has been set the None Movement Mode by default. The actors in level has been set the Walking Movement Mode by default.