[4.6] Extracted root motion doesn't affect the pawn

I have a pawn blueprint set up very similar to the third person blueprint, but with using a custom skeleton, mesh and animation blueprint. I have set the animation blueprint to “play root motion from montages only” in defaults, and checked root motion in the animation I want to move (the root lock is set to ref pose). The local translations in the animation are removed (I hope because they are being extracted) once the box is checked, however whenever I play an animation montage with JUST that animation, the pawn doesn’t move! Also, when the montage is playing, the “add movement input” nodes within the pawn blueprint stop moving the pawn as well, but I assume this is intentional.

I have been messing around with this off and on for almost two weeks, has anyone else had similar problems with root motion in 4.6? I could try to update to 4.7, but It would be a pain to update the projects code.

I updated the project to 4.7.5 with no luck! The motion is still being removed from the animation but is not reapplied to the pawn’s collision capsule.

Note: Before applying root motion to the animation, it appears in yellow, where in the documentation it appears in red. Does this make a difference?

I ended up making my own root motion by creating a vector curve and using that to drive the offset. Hopefully root motion will work for me on a later version of ue4! :smiley: