The aim offset blend space from the Motion Matching Sample distorts and enlarges the character.

Hi guys,

I’m studying and trying to implement some features from the Motion Matching demo into a new project. I’m replicating everything step by step, and the work was going well. However, when I implemented the Aim Offset, an issue occurred. I did a lot of debugging to try to understand where the problem was and realized that it is in the blend space responsible for the head movement.

There are no issues related to the Blueprint and ABP, no transforms applied, and the issue appears only when the boolean that enables the AO is true. With the middle mouse button (which turns the bool “Wants to Strafe” OFF) at runtime, the character becomes normal.

Now, the blend space is “BS_Neutral_AO_Stand” used in the Motion Matching sample that I’ve retargeted for the UE5 Manny.

Here is a screen of the character deformed by the blend space:


I’m relatively a beginner with blend spaces, so can you help me?
Thank you a lot!

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Guys, sorry…
Just after posting and after several days, I managed to find the solution. It seems that UE5 retargeting does not copy all the settings contained within the blend space and animations. By modifying the following settings within the single animations contained in the blend space, the aim offset now works:

Before the “Additive Anim Type” was “No Additive”.

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