Adding my $0.02 on top of the above…just going to go through the checklist I use. (Sounds like you did a few of these already, but just posting everything in one place.)
-
First, verify the animation is using
root motion in Persona. You’ll want to check
this in the sequence itself (“Anim
Asset Details” tab). Check root
motion on, and for now set “Root
Motion Root Lock” to zero. -
Next thing would be to verify the
root is importing/animating ok in
Unreal. Open up the animation in Persona, and in
the viewport where it is playing
click on “Show” at the top, then
check “Show root motion”. If root
motion it properly setup on the anim,
the little guy should play his climb
up, then climb up again, higher and
higher etc. -
Next, go into the Character’s
Blueprint and go into the Component
view. In the Components list, make
sure the character “Mesh (Inherited)”
is set to your character’s skeletal
mesh. Set “Mesh (Inherited)” to use
Animation Mode: Blueprint, and point
it to your Animation BP. -
Next would be to verify the Anim BP
is setup ok. In the ABP’s “Anim
Preview Editor” go into the “Edit
Defaults” rollout. For now just set
“Root motion mode” to “Root motion
from everything”. -
Next, in the Character’s BP, you’ll
need to turn a bunch of things off
before you enable the animation to
play. All these nodes are probably
overkill, but it should help debug:
“Set Collision Enabled” to No
Collision, “Set Movement Mode” to
Flying, “Set Enable Gravity” to
false.