How to implement PAWN root motion

anonymous_user_54a78b5d
Mon, 01 May 2017 16:27:56 +0000
Character & Animation

Hello
I found out that root motion feature works only with character class - because of the character movement component.
I’d like to use root motion in my pawn classes, because:

1. I have already written a big part of my character’s logic as a pawn inheriting class, and I don’t want to rewrite it.

2. I don’t want to use character class, because it collides with my movement logics.

I’m pretty sure someone did it actually, but I couldn’t google it though.
Any tips on how I can implement root motion myself? Documentation is really poor unfortunately.

6 posts - 5 participants