Animation Blueprint is stopping character movement on a specific input

Hi all,

So I know how to work with Animation Blueprints, but this has me completely stuck. I have my character blueprint set to have an input for Combat Mode. When the input is pressed, the character plays a draw sword animation and goes into idle for that specific combat mode. However, when in this mode the character cannot move at all. He is frozen in place no matter what input I give except the sheath sword input.

This only happens for the movement when a sword is drawn, movement still works when I sprint.

I am using Mixamo animations for the movement as placeholders since mine still need work and I used the marketplace mixamo retargeter to get the animations have the right rig. I know this cannot be the issue because I have a basic walk for the character (which is mixamo as well) working perfectly for the character. The problem seems to be with the Combat Mode activation. This, for some odd reason, prevents him from moving all together. I created an output string to show his speed, when not in combat mode he gets to speed 160 which was the one I set, but in combat mode he stays at 0.
Here are the things I tried to solve the issue:

  1. Replaceing the blendspace with the one I know is working. I swapped out the blendspace, made the connection to the draw sword animation. Now when combat mode is activated he plays the drawSword anim, goes to the basic idle (but still in combat) and still does not move.
  2. Replace the animations within the 1dD Blendspace with other animations, nothing.
  3. Swapping around connections within the Animation Blueprint. Still frozen
  4. Made an event begin play to have him start the game in combat mode, still frozen.
    Below are some images to show my blueprints. if anyone can help me solve this I would be extremely grateful. My guess is that it could be a bug with engine version 4.19, but I am not sure.

Thanks,
Nathaniel Hill

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Alright, so this is really weird and I think it is a bug with Unreal Engine 4.19.2. When Root Motion is enables on an animation it prevents the animation from working. This is what was preventing my character from moving (picking up speed). If anyone can confirm this is a bug that would be great.

Solved the issue. For some reason when selecting enable root motion from everything this prevents root motions animations from playing. I am not sure why this happens so if anyone has an explanation that would be great.

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I ran in to this same issue. i literally dismantled and unlinked every. single. link in both my animation blueprint and the characterBP. No luck. was about to start from scratch since it stuck with the animation BP no matter what i did. found this post, instant fix. seriously why.

It appears this is still an issue. If you have Root Motion enabled for ANY of your animations for that skeleton, then the layered blend will not correctly work and your characters movement will zero out. At least that is what I just found out.

However, using the Force Root Lock seems to work fine with layered blend per bone.