Root Motion Broken not sure how to fix

I have skill animations with root motion enabled. After setting up a combo system off of montages it seems to have broken the root motion animations in the degree that when the animation is played the character mesh and capsule are stuck in place. Then I bypass the system I deployed in the animation blueprint the root motion of my skill animations are working again. The strange thing is that they did seem to work together at one point then just stopped or I just did not realize they were broke soon enough

. Anyone have any ideas what may be wrong and what I can do fix it? I can’t explain why the root motion is being applied but character movement is not being driven as expected.

(Screenshot of Skill1 as example- its a root motion animation that will not drive character movement if I don’t have the State Machine pinned to the final anmiation node directly)

230997-capture1.png

I solved it, see attached.

I did not need to add a slot for my “SavedMovement” cached pose. I deleted it and removed the Base Pose 0 key from “Layered Blend per bone” node and now the Root Motion for my skill animations are no longer affected and drive the character as expected.

In my case the root motion was not applied because the Layered blend per bone node had the Blend Root Motion Based on Root Bone option ticked. Unticking it fixed my issue. Thanks for pointing me in the right direction :slight_smile:

3 Likes

And you just solved MY issue. you very much!

In UE 5.3.2 when removing Base Pose 0, Unreal Editor suddenly crashed