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Changing root motion mode only via blueprint

Hello, I'm having problems with my animation system. Currrently I'm working in project with C++ code so we have additional node here, but I want to make something universal so it would work only with blueprints. I can't find a way to change root motion mode during gameplay using only blueprint. The reason why I want do that is using locomotion based on root motion, and it's generating problems when I use montages with root motion (like climb on 1m box). When character is stopping and it has played an animation from walk/run stop it's motion is added to montage so my climb animation will slide character a bit far away. Any way to fix this?

Product Version: UE 4.10
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asked Mar 02 '16 at 12:31 PM in Blueprint Scripting

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avatar image matmow Mar 02 '16 at 12:37 PM

ok, forcing idle animation when starting montage helps, but it seems to hacky for me. Maybe there is a way to change behavior for root motion accumulation (montages + state machine) ?

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