Hey there, sorry for constantly coming back here with random issues… But is there a way to get the VR character to adhere to root motion montages? Since the main “mesh” is not in use. We are using a custom mesh attached to the parent vr tracker for body tracking. However, during some moments we require root motion animations on the skeletal mesh, but since it’s not the original “inherited” skeletal mesh of the character pawn, root motion doesn’t seem to be applied.
Any suggestions on how to over come ? Worst case is we can apply movement input based on the estimate of the animation, but that’s a bit of a hassle for the amount we have planned on incorporating.
Again thanks for your time, and any suggestions in advanced