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Frame rate-independent root motion

Hey there,

I can't help but notice that root motion appears to somehow be framerate-dependent. We have a simple dodge animation with root motion and during frame time spikes (actual or simulated, e.g. with setting t.MaxFps to 3), the character travels a significantly longer distance than when the game is running smoothly.

Is this a known problem? There are a number of fairly complex layers to peel in this code before I can fix the problem myself, so it'd be cool to discover it has already been addressed. ;)

Regards,

Leszek

Product Version: UE 4.12
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asked Aug 02 '16 at 10:07 AM in Using UE4

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Leszek Godlewski
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Turns out it's a bug which I have fixed in the following pull request: https://github.com/EpicGames/UnrealEngine/pull/2669

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answered Aug 03 '16 at 11:23 AM

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Leszek Godlewski
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avatar image Elathan Sep 20 '16 at 08:42 PM

Hi!

Has this issue been resolved? The link does not work, and I have the same problem with 4.12. (I am planning to update my engine version soon, so if it works with the newest one I would be already more than happy).

Edit: sorry for the stupid question. I just checked the 4.13 release log, and this bug was fixed there indeed.

Thanks,

Elathan

avatar image Leszek Godlewski Sep 21 '16 at 07:06 AM

Hi there,

The link should work, but you need to have your Epic and GitHub accounts connected.

You should know, however, that Zakk Middleton of Epic settled on a different fix and that it has made it into 4.13.

Leszek

avatar image Davixe Feb 21 '18 at 05:00 PM

Hi,

Got the same issue on 4.16, I got a roll movement with root motion and the distance traveled is significantly higher on low frames config, that also make weird moves, like roll towards to an edge of a platform and instat teleport the player to the bottom of the ground under the platform.

Did they rollback this fix or something?

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