So I have an ACharacter blueprint and I’ve set up a custom Animation Blueprint and attached it to my character. Everything works perfectly apart from the root motion of the sequences I imported. I have enabled the root motion options from everywhere possible but this thing doesn’t appear to be working at all. When I review the animation sequence, I can see that the mesh is moving, in the scene it is indeed doing so, but the actor’s transform isn’t affected at all, so when the walking animation, for example, is finished, the mesh teleports back to its owning actor’s position. The same goes with the animations that include rotation of the root bone. It is crucial to mention that in play mode absolutely no transforms of any components are being affected… I can see a movement of my mesh but the actual location of the mesh component doesn’t change.
The actual reason I need the root motion is because I need animations that make my character “turn on spot”. I tried to rotate the actor together with the animation but the end result looked worse than the original problem with the reverting of the mesh’s transform. Is it possible that the “Character Movement” component is overriding the root motion… I’m clueless… any ideas?