Smooth character transitions between gameplay and sequencer, capsule movement.

I’ve been playing around with this for the last couple of days, and am running into some problems getting this Swap Root Bone system to work. I am on 5.5.4 and have pulled a couple of changes from source from the newer versions of the engine (37090119 and 37309153), but still am getting weird behavior trying to set this up. I’ve also downloaded the UE5.6 preview from the Epic Games Launcher just to try some things there. The following issues I see in the UE5.6.0 preview.

  1. Potential Bug: When first setting an animation to use Swap Root Bone Actor, it seems to require me resetting the editor before that setting takes effect. Closing the Level Sequencer, switching between different Swap Root Bone types, loading into a different level and then back again, and starting and stopping Play In Editor all have no effect. Once the editor has been restarted, I can switch between Swap Root Bone Actor and Swap Root Bone None on that specific animation track and see it update correctly without having to reset. But if I add a new animation track and set it to Swap Root Bone Actor, I have to reset the editor to see the change.
  2. How does Swap Root Bone Actor relate to the LevelSequence’s TransformOrigin/TransformOriginActor and Override Instance Data? It seems to completely ignore the TransformOrigin when SwapRootBoneActor is specified.
  3. Likewise, how does it interact with a Transform track on the same actor? The very act of adding a Transform track to the actor seems to correct the rotational difference between how the animation was animated in Maya and how the character is rotated in game. However, having that transform track causes the character to snap to a location after the SwapRootBoneActor animation is finished instead of staying where the animation finished. Is a transform track on the actor incompatible with the SwapRootBoneActor animation track, and if we’re using SwapRootBoneActor, we’re expected to fully fill the timeline with those animations?
  4. Also, would you expect to be able to fill the timeline with different kinds of SwapRootBone animations? For example, start with a SwapRootBoneActor animation to move the character, followed by a SwapRootBoneNone animation that was authored with the root at the origin that just plays an idle animation where the character was left, and then play another SwapRootBoneActor to move the character to somewhere else? Edit: it looks like this is possible as long as that middle SwapRootBoneNone animation is on a separate Animation track. If you try to put them all on the same track and blend between them, the middle animation will warp back to the origin to play.
  5. It looks like setting StartLocationOffset and StartRotationOffset is actually changing the values in the sequence animation track itself. So the first time I add an animation in the sequencer, mark it as SwapRootBoneActor, and scrub through it, it’s playing in one place. But then after I play in editor, the track has been modified so will play in a different place from that point on. It doesn’t actually mark the file as dirty, so the next time you load the sequence it will be back to its original place unless you explicitly saved it.