Hi i have some root motion characters for an NPC. I’m using Blueprint Anim State machines to play first one animation, then the other. The animations move around a lot and the root motion means that the second animation starts playing from the end position of the first - which looks good. BUT it doesn’t seem to take the rotation or facing of the preceding animation into account. I would expect the second animation to be rotated to the correct facing. Digging in I noticed that the skeletal root does not have any rotation info in it. So i made new versions of the anim where the skeletal root has just Y rotation (from the hips). But this causes the animations in Unreal to skate around.