I spent some time analyzing this record, trying to understand how they can interact Transforms:
in USkeletalMeshComponent.cpp:
FTransform USkeletalMeshComponent::ConvertLocalRootMotionToWorld(const FTransform& InTransform)
{
...
const FTransform ComponentToActor = ActorToWorld.GetRelativeTransform(ComponentToWorld);
const FTransform NewComponentToWorld = InTransform * ComponentToWorld;
const FTransform NewActorTransform = ComponentToActor * NewComponentToWorld;
...
}
This is not ComponentToActor , It is ActorToComponent ! =) Pls fix this =)
Because it slowed me down for half an hour trying to understand what’s wrong here