Hey all, does anyone have a clue why root motion isnt working on this animation?
Thanks
ah, Its because you have to set the movement mode to flying for the z axis to work
Just a side note.
When you tell the animation BP that you are using root motion the collision capsule is glued to the root. This way you use the root data to move the ingame character but still take advantage of the movement components basic features.
There is also one key feature added to the mix in that the physics of the capsule is always in a state of falling until the capsule collides with a surface which is usually the ground. That is why your sample is rather strange as to what is expected. The “always falling” rule is being effect by the root motion data as it is the RM data that drives the animation and not the movement component.
That said when the player jumps, and falling physics is not required, then you need to switch the flying mode to bypass and once landed flip it off.