I have a walking animation for a biped character (built with CAT) that is synced perfectly with his speed to produce no sliding. His root bone is located at his origin and maintains a perfect sync with the pelvis position. I can 100% confirm the root is NOT drifting away from the pelvis. This was done with a root extraction node in CAT, so it’s perfectly in sync as far as I can see at the source.
When I enable root motion, I can see that the movement is stripped out of the root bone and the character now walks in place. This is expected.
When disabling root motion, the character again begins to move on a line with zero sliding at all. This is expected.
When I play the animation on the character with root motion being used, he appears to be moving exactly 2x the velocity of the animation. This is 2x less than expected.
If I change the playrate, it does speed up or slow down the animation but this 2x offset is still there no matter how fast or slow I set it. This is oddly expected.
Am I doing something wrong?
Any help would be appreciated.
I have created a video to help illustrate the issue:
UE4 Root Motion Question - YouTube
Please read the description if you get the impression I’m upset. I’m ill is all.