Root motion not working in preview`
I have a character that swings a sword and steps forward as they do so, I'm intending to use root motion to get this to work.
Root motion is enabled for the swing animation in persona and the character stands in place when swinging (when I process root motion the character begins to walk forward. People have mentioned there should be a red line but I don't have one (though I don't know if I need to enable visualization or something)
The animation is being played through a montage in the animation blueprint and root motion is enabled for montages, when previewing the game though the character isn't translated at all (the capsule remains stationary).
I've loaded the project into UE 4.18 and it still doesn't work, the only thing I can think of is that I need to rename the root bone to "root" (as it's named 'charactername_reference' at the moment b/c that's what Maya's human IK defaulted to) or that it's possible because the root joint in maya isn't a normal bone (again, it's the thing human IK defaults to) - but then I wouldn't know why it would work in persona at all...
there's very little information about this problem and the only other forum post I could find was archived w/o an answer so any help would be extremely appreciated!
I can post a video if I didn't explain the situation well
edit: https://youtu.be/pUHx_MrJuKw annotated video of the problem
Okay I got it working!!!!! When I first made this character (which was right as I began learning unreal) I had added another component in the blueprint for the skeletal mesh and had left a slot called Mesh (inherited) empty, I replaced all the skeletal mesh references in the BP to the Mesh (inherited one) and set up the character in there (added the skeletal mesh, the anim blueprint, etc) and it works now! Thanks for all the help bro, very much appreciated :)
Hey there, a video would be helpful. You say that in preview in doesnt work, but what about in runtime?
answered Dec 23 '17 at 12:13 AM
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