I’m using root motion to move my character around for attack animations and a dash maneuver. It seems root motion does zero blending between animations. If the animation blueprint is blending between two animations and one as root motion, the character’s movement is arrested until the root motion animation is entirely blended out, which makes for some janky feeling dashing. My character haults for long enough that they feel clumsy and uncomfortable to control.
Is there a way to blend root motion in or out?
A work-around I built was to have two versions of the dash animation. One version has root motion and the other doesn’t. The anim blueprint enters the dash animation with root motion, then the instant I want control to return to the player, I have the non-root motion animation start from the end frame of the previous animation and blend back to normal movement. It works fine, but it means I’ll have a lot of cluttered assets of partial actions. Being able to simply blend root motion influence out when the animation blueprint is blending out of that animation would be so so much better.