Attack Movement AI Tree Help

In my AI Behavior Tree I can call “Play Animation” but the animation takes a step in the forward direction.

How can I set this up inside my AnimBP to call from the AI Branch so that it can be set with some movement speed to take the 1 step accordingly…so that when Play Animation occurs it does not just step in place?

If you use RootMotion, the animation will drive translation of the character.

Otherwise, you set up a movement state on the AnimGraph for your Attack, In it you setup your blendspace that plays the Idle Attack, to MoveAttack based on Input speed.

The AI Task then calls an event on the AnimInstance that turns on a bool so the animation state switches to your Attack.

If the attack always takes a step, root motion is probably a better choice: link text