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How to disable the root motion rotation only?

Hi, In previous versions, there were two seperate options for root motion "Enable root motion translation" and "Enable root motion rotation". But starting from 4.6, these were replaced by only one option to enable or disable the root motion. How can we enable or disable the root motion rotation only?

Thanks

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asked Feb 28 '15 at 02:37 AM in Using UE4

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David_80
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13 answers: sort voted first

Finally, in the last version (4.16.0) we have

UCharacterMovementComponent->bAllowPhysicsRotationDuringAnimRootMotion

Best regards

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answered May 26 '17 at 08:59 PM

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nan2cc
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avatar image PlayingKarrde Sep 25 '18 at 06:57 PM

Hopefully OP can come back and mark this question as answered because this solved it for me. Thanks a lot!

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Bump this question.

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answered Mar 03 '15 at 10:23 AM

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kodmistrz
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Hey guys,

Right now as far as i know (as of 4.8) there is no way to disable root motion rotation specifically. The way i overcame this was by :

  1. Override the CharacterMovementComponent class with your own custom one in C++

  2. Add a bool for root motion rotation toggle.

  3. Override the PerformMovement function and here you can see two things : - There will be a PhysicsRotation(deltaTime) call which applies rotation from the acceleration (user input). - Below that will the code for root motion rotation.

  4. Add in the bool to these parts (basically do PhysicsRotation(deltaTime) call when the bool is reset and do root motion rotation when the bool is set)

It would definitely be better if this was supported out of the box(like before in montages).

regards,

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answered Sep 02 '15 at 12:39 AM

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PowerFighter
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I hope we can get an answer asap. Updating from 4.5 to the recent versions broke every animation with enabled root motion, as the root motion rotation is enabled by default.

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answered Mar 04 '15 at 01:12 AM

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David_80
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Guys we need an answer please!!

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answered Mar 10 '15 at 11:54 PM

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David_80
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An answer please!!

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answered Mar 15 '15 at 04:22 PM

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David_80
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avatar image kodmistrz Mar 15 '15 at 04:23 PM

Epic please! :)

avatar image C-Arch Apr 01 '15 at 04:38 PM

Yes please. Root motion is not usable in its current form if you have more complex root animations

avatar image brokenpoly Apr 09 '15 at 03:21 PM

Would love to get an update on this as well, as my characters movement capsule gets rotated a tiny, tiny bit after each animation now.

avatar image Efrye Apr 11 '17 at 02:05 PM

Did Epic ever address this issue? For some reason I get rotation in my root motion, even though the root bone only translates in one axis. Would be nice if we could disable rotation when it's not needed.

avatar image florianbepunkt Apr 11 '17 at 02:07 PM

not to my knowledge… the demand for it still exists. in general it would be more than handy to have a way to control, manipulate root motion before it is applied

avatar image Jihed.Jaouabi Apr 11 '17 at 04:13 PM

It was there in UE versions prior to 4.6, they jusy have to bring it back..

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UP! We need this option epic!

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answered Apr 29 '16 at 03:29 PM

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Jihed.Jaouabi
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  • Some way to dynamically enable/disable root motion translation and rotation (independently from each other) during runtime would be great.

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answered May 11 '16 at 09:11 PM

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florianbepunkt
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bump bump bump

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answered May 27 '16 at 07:06 AM

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Sublimation
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Another bump -_- I am literally stuck in my animations!

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answered Jul 28 '16 at 08:48 PM

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Jihed.Jaouabi
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bump I need this so bad!

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answered Oct 18 '16 at 05:00 PM

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Rathren
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Forever bump..

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answered Oct 18 '16 at 05:17 PM

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Jihed.Jaouabi
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There's a Node in the Anim Graph called "Rotate Root Bone". Perhaps you could program a setting in which you decide the value of this rotation in each desired case and trick the capsule rotation. It has a Yaw and Pitch entries and also a "Mesh to Component" entry (which i'm not really sure of how to use sincerely).

This can work for changing the rotation references (typical for strafing and things like that), but for complex cases you'll need to trick everything quite much...!

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answered Feb 25 '18 at 09:26 PM

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Khaliszt
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