What is causing the jumpyness/stuttering when moving in place

I have root motion on aswell

Hey @Xer0z_ue!

I’m thinking it’s a delayed start on the RInterp To, it looks like it’s getting further with it’s turn than the last registered start frame so it’s doing a snap back to the last time it recorded rotation.

Try it like this and see if it still does it (It should just ALWAYS point immediately no smoothing).

If this works you’ll likely need to put in a clamp for speed (with a curve) setting the new rotation.

Hope this helps!

hmm my issue is still persistant even after removing my rinterp to
@Mind-Brain

What does it look like without it?

Also I notice there’s an FInterpTo that isn’t hooked up- are you actually using that? It shouldn’t gradually shift unless there’s an Interp node, so if it’s still gradually shifting we need to look into where and why that’s happening.

this is what it looks like removed it also looks less smooth when the character is rotating aswell

Okay, that’s good. You’ll re-enable that once the jitter is gone.

It seems like it’s happening on a timer, possibly when the animation loops.

Try setting the ABP on this player’s blueprint to nothing (so it’ll t-pose) then spin it. If it STILL jitters, we know it’s nothing to do with animation.

This is one of those problems where you have to figure out what’s actually going on before you can try to fix it. But hey, progress is progress and we’ve already managed to count out any interpolation issues, so that’s good!

Yeah, it doesn’t do it whenever I turned off my ABP, so I do think it is something attached to the animation, just not sure what. @Mind-Brain

Had some time to think about it, and knowing that it’s something in the animation… I think you need to turn OFF root motion for your turning animations! That, or adjust the settings of the root motion. Because what’s happening is it’s not snapping rotation, it’s starting the next animation for “Turn Left” or “Turn Right” and starting offset to finish the turn correctly!

Okay I might be in some trouble now because I turned root motion off completely and still it’s jumpy i have been working on this for like 2-3 weeks or something now this is a major pain.

It’s possible it wasn’t actually working the first time then. Or needs to be fixed in a way. Try this:

First check the ABP and make sure it says “Root Motion From Everything”.
Open those animations and go to the root motion section, make sure it’s checked “Enabled”, and there will be a drop down for Root Lock. I think this should be “Anim First Frame” but I’m not sure here. Could be Zero. Could be Ref Pose. Definitely play around with those settings. Don’t give up, I KNOW this is doable.

I’ve tried different root lock settings, but no solution has been found. I did notice that the blend space for the turn is a little jumpy, I’m not sure if this would affect that, however.

Yeah I’m not sure on that.

What do the animations look like in the preview window when you DISABLE root motion? Does it physically turn or just shuffle in place?

Since turning is being done by the game code it would be best if the animation didn’t physically turn the character at all, that’s the true issue here.

Did you get it figured out? Let us know where you’re at with it!