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Two possible bugs in Physics and Root Motion

Hello, I'm ussing the binary build from the Unreal Launcher, build version 4.0.1 - 2027741.

The PhysicsAsset in the game behave differently than in PHat. Collisions between bones are different.

The "Angular damping" parameter works in the PHat but does nothing in the game.

I'm using a very simple Pawn from "Third person template", extending from Character, and I haven't any parameter about physics in my code.


I have an brake animation with root motion, to play when the pawn stops running. But when playing, the pawn deviates to the right.

The animation ends with the pawn centered in the same position from which started, but more advanced. But there is an "invisible force" that pushes it to the right while moving. The same animation have been using in UDK3 and that worked perfectly.

I tried with a flat animation, which only moves the pawn forward, and works perfect. It is possible that when moving to the right during the animation some extra displacement is applied?

Thanks!

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asked Mar 26 '14 at 02:21 AM in Bug Reports

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CobaltUDK
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avatar image OFEKA Sep 15 '14 at 01:42 AM

Make Sure your bones hierarchy are correct, dont use Hips bone as root because any rotation or traslation it has its gonna affect the final animation, use a separate bone named Root as parent of the Hips bone and transfer the traslation of the hip to the root bone and keep rotation 0. Hope it helps

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2 answers: sort voted first

The phat set-up shouldn't matter while pawn is walking using root motion unless you're partially blending with physics, which I don't think is this case.

It seems the issue can be root rotation is not extracted correctly since you're rotating character to right? Or are you just moving the position to the right, but no root rotation? Is root rotating?

--Lina,

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answered Mar 30 '14 at 08:41 PM

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nikolobin STAFF
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avatar image CobaltUDK Mar 30 '14 at 11:36 PM

Hi Lina, thanks for answering and sorry you have to work on Sunday.

I made a video to see what happens, in the editor displacement is straight forward, and in the game is deviated to the right.

https://www.youtube.com/watch?v=xYmCQLsksMU

In game I'm just using only the translation, not rotation. These animations works perfectly in UDK.

Also check the hair bone, angular damping is not working as it should, the bone should stop soon.

Regards.

avatar image Laurent Delayen STAFF Apr 01 '14 at 08:44 PM

Hi CobaltUDK,

Would you be able to provide us with test assets, in a private message, so we could look at what is wrong?

Thank you, Laurent

avatar image CobaltUDK Apr 03 '14 at 06:57 PM

Hi Laurent, I will do, where can I send the message? email, or here are private messages?

avatar image Stephen Ellis ♦♦ STAFF Apr 29 '14 at 08:03 PM

Hi CobaltUDK,

Sorry for both the delay, and the confusion. We actually do not have either the ability or the support for private messages for our subscribers. It is for this reason that we encourage users to create test-assets which can reproduce the issue without any concerns about sharing with the general public.

I hope this isn't a problem for you.

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Make Sure your bones hierarchy are correct, dont use Hips bone as root because any rotation or traslation it has its gonna affect the final animation, use a separate bone named Root as parent of the Hips bone and transfer the traslation of the hip to the root bone and keep rotation 0. Hope it helps

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answered Sep 15 '14 at 01:41 AM

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OFEKA
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