I rigged my character with ActorCore AccuRIG and added a few shape keys in Blender without touching the skeleton. As shown in the videos, I performed the retargeting process, and UE5 Manny chains actually fit perfectly. I tried both the root and retarget root in different bones of my character’s IK, but the final result is entirely compatible. I don’t experience any issues with still animations that I retargeted, but the Root Motion has been causing me a lot of trouble for a week now.
As shown in the video1, the animation I want contains Root Motion. Actually, even while in the RTG screen, I can see this animation as I want it to be when I enable Root Motion in U5. It appears that Root Motion is working as it should in RTG, but when I export it, the result doesn’t reflect the enabled Root Motion state at all Its just like I didn’t check the mark. When I force lock the character, it remains still, but as shown in the second video, it causes the animation to play while the character remains still and I cant move with the character while animation plays. When I use the animation with moving rootbone, the character moves whitout the camera(I know capsule is not moving too) then returns to its original position. As indicated in the screenshot, ‘From Montages’ is selected in the AnimBP. The root bone of my character in RTG is in Global setting, and the character has a Capsule Component, which actually shows the problem without associating the animation with the character’s AnimBP.
I’ve checked all forums and videos, but I can’t figure out what I need to do. I don’t think the problem is in my rig; I don’t believe there’s an issue with AccuRig, but if necessary, I can rig it myself in Blender. However, then I encounter the Root Bone problem. I would greatly appreciate it if anyone who can identify my mistake could help me
Video1:https://youtu.be/fxWqcmql-SI
Video2:https://youtu.be/Av1EZTNlsP4
SS: