Animation/Sequencer Error?

I think there is an error in the sequencer…
I imported an animation from modo/maya and add it to the animation track in the sequencer to a mesh
After the tracks ends the mesh pops back to its first position. this wasn’t the case in

sometimes it behaves the old way that the mesh stays in the position after the animation track ends, i dont know if it its something that i did or a bug?

Hi Serc, before we can answer this question, we need more information. Can you reliably replicate this in a clean 4.13 project? Also, does it happen with the same animation in a blank project? Thanks!

Hi, I’ve both tested it in a previous project i made in (loaded in 4.13) and a clean scene in 4.13. Both cases i have the issue that the mesh pops back in its original place. i dont have the issue in a clean scene in . i’ve had the same issue in 4.13 preview 2 and 3

enable Root motion of that animation :)))

and then set root motion for everything not only montages from anim BP default settings

if i enable root motion the mesh doens’t animate at all…

when you say that your character backs to its first location the only thing that can cause this is root motionRoot motion

but. does it back to its first position after the animation ends or sequencer ends?

I have a simple animation of a laptop opening. as you can see at the end of the track in the sequencer it pops back to its original position.

i never had this issue in

oh. I thought it is about character shape skeletal.

it must stay on the last pose

sorry, my bad

sometimes when i scrub the animation track unreal picks up the final pose and the animation works like it should.
but i have no idea what’s going wrong…