Root motion not scaling in 4.8
The scale set upon importing my FBX (under Transform, the field "Import Uniform Scale") is ignored when Root Motion applies its movement to the capsule of my character.
I've imported my animation/mesh at a scale of 30. The root motion is being correctly read out of the animation clip, and its applied to the transform of the character, but its always off by a factor of 30.
I found this bug reported already, here: https://answers.unrealengine.com/questions/108589/bug-root-motion-improperly-scaled.html
The only comment on it says it was aiming to be fixed in 4.6. Is this bug still present in 4.8? If so, are there any reasonable work arounds?
asked Jul 22 '15 at 07:34 AM in Bug Reports
The issue still does exist in the current build of the engine. Resources were dedicated elsewhere over the past few engine releases due to various reasons. With that in mind, I was able to contact the engineers and they plan to have this fixed in an upcoming release. There is a suggested workaround in the AnswerHub post you linked that should work for you in the meantime.
This is currently all the information I am able to provide at this time, but if you have any further questions please let me know and I will be glad to assist you.
answered Jul 22 '15 at 05:37 PM
So, I just had this issue, going to spread how I solved it, as it may not work for all but might help some.
There is a non blueprint exposed function in character.h called SetAnimRootMotionTranslationScale() . I went in and exposed it to blueprints and then can just set it to compensate for whatever the scaling issue is (mine was 100). Not sure why this is not exposed to blueprints by default... but yeah, if your using C++ you can just call that function, or if you want to build your own engine from source you can expose it to blueprints yourself.
answered Oct 10 '17 at 05:18 AM
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