Root motion inverted

Hi, I am currently using root motion for my animation, when I have the enable root motion ticked, the root motion is gone; while i have the enable root motion unticked, the root move again, any one having similar issue with this and is there any solution?

Hello there @hongg4392!

From what you are describing, it’s possible root motion is working as intended, only missing an adjustment.

Checking UE’s doc, root motion works as follows:

Without Root Motion enabled, the animation is animating the Skeletal Mesh off the Root Bone and away from the character (represented with the wireframe capsule). The Skeletal Mesh disconnects from the character, before snapping back to the starting position at the end of the animation cycle. By enabling an animation’s Root Motion, the Root Bone motion data can drive the character’s movement, which drags the character along with the Root Bone’s movement. By driving character movement with Root Motion, animations are able to recursively loop, beginning from the character’s last position from the previous animation loop.

So, when you enable root motion, the movement gets extracted out of the animation, to drive the character. But if nothing is applying the extracted motion, you end up with no movement at all. Something’s missing, and I think that’s the Root Motion Mode setting.

Open your anim blueprint, check the Class Defaults, locate “Root Motion Mode” in the Details panel and change it from it’s default “Root Motion from Montages Only” to “Root Motion from everything”. With that setting, all motion should be extracted and applied for your animation.

For further details, check the full doc here: