Hey guys, so obviously UE4.6 added universal root motion (I’m actually on the engine build master branch, current to today).
I’m looking for a way to use my previously created walk and run animations with UE4, but those animations use root motion. I’m creating an FPS, and these animations are for the other characters and bots. Unfortunately the pawn just floats around when the animations aren’t working, and when they are working, they play overtop of the pawn movement not affecting it at all. I have the animations correctly setup in the blend-space similar to ShooterGame with direction and speed inputs, but unfortunately those two inputs only exist when the character is already moving.
Does the problem lie with the fact those inputs aren’t working properly, or that locomotion can’t be overridden with root motion.