How do I edit the C++ character class to avoid root motion from overriding the player movement input?

I need help to find a way to move my character while root motion is enabled in Blueprint. I need my attack animation to move the character but sometimes I also need to increase/decrease/correct my movement. The issue is that root motion seems to override the movement input, and I want use this instead of just moving the capsule so I’ll will have no issue with stairs, etc.

i need help editing the C++ class, I’ve already found UCharacterMovementComponent::SimulatedTick and it seems to be happening there.

From what I understand Epic did this because of replication issue right ? But I’m making an offline game.

Thank in advance for your help.

Easiest way is to implement your own character movement component.
Then all you need to do is to override a single function:

	virtual FVector CalcAnimRootMotionVelocity(const FVector& RootMotionDeltaMove, float DeltaSeconds, const FVector& CurrentVelocity) const override;

Sweet! I’ll try to figure out how to do this without breaking everything :smiley: thank you very much!