So I have a very weird and complicated issue here. I’m currently using UE 4.22 and Blender 2.8 to build my game. A while back, I started my project over using 4.22 and switched over to 2.8 because the old project had too much clutter. In the old version, I had animations with root motion working correctly. However, trying it out with these new tools is causing some issues. I’m using the same approach I used before to animate, the skeletons have the correct hierarchy with Root as the main parent bone, and I position them using the LocRot keyframe channel.
In the engine, root motion is not working. Without root motion enabled in the animation viewer, the mesh is too small to even see (but the scale of the mesh itself imports into the engine just fine … -.-). Enabling Root Motion here fixes the scale issue and correctly plays the animation. Going into the AnimBP and setting it to Root Motion from Everything, however, renders the character unable to walk around. It can still jump, fall, and if in the character blueprint, under Character Movement, the option Allow Physics Rotation During Anim Root Motion is checked, the character is able to pivot around in place. This issue only occurs when Root Motion is enabled in both the AnimBP or the ANimation Sequence. If either or both have RM disabled, you can walk around again.
Testing animations with RM in either of these cases does not work. I’m not going to recount the full list of things I’ve tried to fix this, as the list is really quite extensive and I honestly don’t remember them all. I will try anything that is suggested here, because at this point I’m out of ideas and I kinda have to throw up my hands. I will add my export settings for Blender and my import settings for Unreal. If there’s more information needed, please let me know and I’ll add it in.