The character runs away from where it should be and then after releasing the W button it teleports to where it should be

Hello, I’m a veeery beginner in Unreal Engine 5 (version 5.5.4 to be exact). I want to use the basic mannequin animation on my own model. My workflow looks something like this:

  1. I import a character mesh without a skeleton and rig.
  2. I convert the file to Static Mesh.
  3. I create a character skeleton with weights using the Skeletal Mesh Editing Tools plugin.
  4. I create an IK Rig from my Skeletal Mesh, all the IK chains I need.
  5. In the meantime I make a copy of BP_ThirdPerson Character and replace it in World Settings with the Deafult Pawn Class. At this point everything works, the character moves as it should, but there is no animation in the “Play this level” mode yet.
  6. Then I create IK Retargeter, specifying IK_Mannequin as the Source, and at first glance everything is correct, except that when I click “Play this level” the character starts to move forward from where it should be, and then when I release the W button it teleports to the place where it should stand (the situation is as in the youtube video down below).

I’m helpless. I don’t know how to fix this, I tried to deactivate Motion Root, back to activating it, I checked if the character is not moved away from the CapsuleComponent. Does anyone have any ideas of anything else I can try? I tried to go through this process from scratch 3 times, and each time I get the same result. I would be grateful for any tips.

https://www.youtube.com/watch?v=WHGU50JgUh8 - link to the UE5 recording

Hey @faktautentyczny!

Seems like your animation is not in place. When the original animation is not in place, you can enable the Force Root Lock property from the Asset Details window inside your animation sequence, under the Root Motion section. Here:

The checkbox next to the Enable Root Motion property should be kept unticked btw.


Keep in mind that if either the source or the target skeletal mesh lack a proper root bone, the animation will be broken after doing so. In that case you’ll need to add a root bone to the SKM that lacks it, and retarget again. I think you’re good though, since you didn’t mention any issues while having root motion enabled.

So, hope this helps :innocent:

It’s probably not that, because I have the settings you wrote. I’m attaching another video link that may give you some hints, a view from IK Retargeter - the running speed of Manny and my character is different here.
On the left side of the interface you can see what bones I have and in my skeleton there is a root bone, you can see it in the video as it moves with the character.