It just something that can happen. I depends on the animation. It’s kinda a glitch. It looks like you might have moved the root of the skeleton during the animation. Then you moved it back to its original position. With frame updates and parenting the object to a socket or position, It’s possible that any root movement can cause what you’re seeing. The parent position has to calculate first to give the child the position it needs to be in. There’s so many options with animation in Unreal. I’d go to the animation, check the root, when it’s updating, and work my way out. Sometimes I go into the engine and try to reproduce the error so I know how to fix it (if I even can fix it). I’m not off work today, but I liked the old school type appeal/style you have going so I threw 2 cents. Real sorry about that.
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