I’m rebuilding a setup I have in 4.27 to 5.1 from scratch and I tripped at the starting line trying to get root motion to work.
Each animation has root motion enabled
the animations are run in a blend space
The animation blueprint root motion mode is set to “Root Motion from Everything”
Root motion works in the preview
I found no setting in the character blueprint to enable/disable root motion
Can you show the blendspace? Did you save all of the anims with their root motion enabled? There’s something missing here and I’m not quite sure what it is. Let’s try to gather more info!
Set all of the Root locks to Zero. If that doesn’t work, try using Normalized Root Motion Scale (but that’s probably gonna be weird so try zero first).
Setting root motion root lock to 0 resulted in the skeletal mesh rotating 90 degrees on the x axis, though it still pathed the same and did not move during play or simulate.
Toggling the use normalized root motion scale did not have a noticeable effect, both with root motion root lock set to ref pose and zero.
That’s odd, but normally when you enable root motion…if it is a root motion animation then it will run in place…on yours I’m seeing him moving…which normally means there is no root motion on the animation. A common misconception amongst animators is that root motion just means the character moves through space as opposed to running in place…this isn’t true though. If I get a motion capture animation and I it’s a run forward animation and say the forward axis in my software is -y then the first thing I do is copy the curve values on the Pelvis Y Axis I then Zero out all those values, and I paste them onto the Root Y Axis…now it’s a root motion animation.
I’m not sure if this is your problem, the fact that when you move in game the character doesn’t move is odd. If the motion was only on the Pelvis I would expect it to move and rubberband back.
all translational movement is handled by the root bone. It moves in preview because I set the root motion resolver to loop.
Everything works right up to the animation blueprint. I’m suspecting there’s a setting missing from the character movement component in the character blueprint that’s preventing it from resolving root motion.
I’ve discovered why root motion wasn’t working during play.
My character blueprint had the capsule component set to simulate physics. I don’t know why that would prevent resolving the root motion, but I need it enabled for the buoyancy component to work.
@Callideus Does it have to be the Capsule component? Could you use it on the Skeletal mesh instead? Or another placeholder, say a scene node beneath the Capsule component, but above everything else? You should make a new post and ask around about it!
As far as I’ve been able to tell, root motion doesn’t work if the skeletal mesh’s parent component is physics enabled. I can’t figure out how to set the buoyancy component to focus on a different component of the blueprint, but from what I’ve read the buoyancy component is more trouble than it’s worth right now, so I might just investigate manually adding buoyancy.