Swap root bone actor, keep state and and maintain position

Hello, I am in Unreal 5.6 and I can finally use the Swap Root Bone Actor mode in sequencer which is really great as I can now see the capsule following the character animation.

However I have two issues:

1. When the animation is finished the character will pop back to where it started.

  1. The Keep mode function does not affect the animation./ doesn’t work.

It’s also generally harder to use the match root option which used to work well before.

I tried using the Animation Mixer, but the issues are still there. The workaround for now is of course to always add an idle at the end of each animation that will keep the position but it’s not ideal in the long run.

Let me know if I am missing something !

I am having the exact same issue. Did you manage to figure it out somehow?

It’s a known issue apparently and there may be fixes for it in 5.8. I found a workaround tho for now, If you right click on animation track and select “Evaluate Nearest roll” it stays in the same position and pose after the animation! And definitely have a transform key at the beginning of your sequence as well so that the root motion stays relative to that after. Hope this makes sense! (ps. this wont work with the new animation mixer tool, use the classic animation track).

This doesn’t solve the fact that bone matching seems to be a bit worse imo, I can’t quite figure what the exact issue is there.