Character from makehuman not snapping to floor

I followed all the workflow consisting of four parts starting from here of bringing a character from makehuman to blender , applying some animations and then import the sceletal mesh and the animations from blender into UE4 as FBX’s.

I’ve used some BVH’s i downloaded but i had to modify them a little so there is no root motion etc etc. I’ve used bvhacker for that.

My problem is that i can’t figure out how can i snap the characters legs into the floor on the 3rd person template. My character seems to be floating a little above the ground while animating even if i press the “end” key which suppose to snap him to the floor below him. So i have to manually place the character but that is not an optimal solution obviously.

I can see the default HERO_TPP character’s feet to snap perfectly on the floor, is it something with makehuman or could it be the animations that causing this issue?

This might be a lot easier.

Are the feet always around the same height above the ground?

Because in that case you just have to set up your capsule component new so the feet are on the same height as the lowest part of it.

I am not using the character as part of a blueprint . I throw the sceletal mesh on the level and i use an animation asset just for experimenting. So there might be not even exist a capsule component. Am i right? Its just the sceletal mesh with the animation its not a playable character.

Oh… sorry for assuming that. It’s just… you posted this under “Blueprint Scripting” which kinda made it clear for me that you do.

Would you mind trying out making it part of a character BP? Because the skeletal mesh alone can’t simulate physics or do anything meaning it may just be a but with the initial placement or something like this and it may very well still work if you use it.

Or you could just offset the hip animation in the Z axis in Blender so when you bring it into Ue4, the feet will always touch the ground.

Is the capsule touching the ground but not the mesh? If so, you’ll need to manually move it in the veiwport so it does