Is there any performance considerations in a single player game when setting the Animation Blueprint’s root motion option to Root Motion for Everything? I have it working, where the inputs are only changing the variables in the animation and the animation is driving the movement completely. The question I have is, should I be doing this? Its on a single player game so there is no networking considerations to worry about. I just don’t want to build everything and later find out that it overwhelmed performance. Anyone know the impact for doing so? What I like about it is that the animations all look pretty smooth.
To answer my own NOOB question for others and to close out this post, now that I have been at this a while … it works, but with some challenges. The big benefit of root motion for all/most animations and not just montages seems to be making the animations line up well. There is no skating when movement speeds dont align. There is definitely more overhead making inputs set variables which drive all animations in the animgraph with blendspaces. It does get tricky doing turns and subtle movements. You need to have good transition animations for those types of things to occur and look good doing so. I have found that there can be some weird glitching between blend spaces, but I use a layered blend on int between some of these with good results as you can control the transitions better. If you dont mind a little skating here and there it is definitely easier to only use root motion on special animations where you need the capsule to follow the animation, but for looks on my first project I prefer the look and feel of the root motion for most things.
Thanks for this well explained answer, exactly what i was looking for before using full root motion for my game. Just sad there’s no official answer for the perf part,mainly on mobile where optimisation is capital