Root Motion contains the necessary data as it’s the root that determines the location, rotation, and velocity of the character relative to world space Root Motion will work on character BPs as well as pawns as the only real difference between the two is the character BP includes a movement component by default but in theory RM does not require a movement component except for the collision provided by the capsule as well as the physics of the player always being in a constant state of falling. RM is direct drive so does not require or makes us of the same controller inputs as would the movement component as it’s the capsule via the movement component that moves and the animation of the in-place character reacts to changes to the capsule.
Down side.
There is currently very little documentation as to the use of RM in a practical manner.
RM is not suitable, at the moment, for games requiring network support as it;s the capsule that provides replication as well as world position data.
Upside
RM does not require fancy ABP’s or even state machines as RM is event drive, like a QT event, that only requires the trigger event via a custom logic as to the current state of the character in world space. This will allow you to do fancy next gen animation designs like motion matching
As well
https://www.youtube.com/watch?annota…&v=KSTn3ePDt50
To author animations you can use any app you wish keeping in mind that it’s the root that determines all aspects of the players placement in world space.