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Curious how Root Motion Extraction would work here. @mhousse1247
I've done a few tests using Global Gravity and it appears that the custom pawn doesn't work as nicely as simple extraction from the animation and setting on the animation blueprint to use root motion. At the present moment I'm considering using a separate plugin (i.e. Root Motion Extractor) to extract the root motion and then provide that as forces to the custom pawn but that seems like I'll be opening some Pandora's box for other difficulties.
I was curious if there was a resolution I just didn't notice. I assume this is likely because the gravity pawn is using a floating movement component. I will be searching Unreal for answers on using root motion with floating movement components.
Thanks for any reply, even if there is no solution.
And thanks for this project, I'm hoping to get a "Yoko Taro" project compiled with it.
The text was updated successfully, but these errors were encountered:
Curious how Root Motion Extraction would work here. @mhousse1247
I've done a few tests using Global Gravity and it appears that the custom pawn doesn't work as nicely as simple extraction from the animation and setting on the animation blueprint to use root motion. At the present moment I'm considering using a separate plugin (i.e. Root Motion Extractor) to extract the root motion and then provide that as forces to the custom pawn but that seems like I'll be opening some Pandora's box for other difficulties.
I was curious if there was a resolution I just didn't notice. I assume this is likely because the gravity pawn is using a floating movement component. I will be searching Unreal for answers on using root motion with floating movement components.
Thanks for any reply, even if there is no solution.
And thanks for this project, I'm hoping to get a "Yoko Taro" project compiled with it.
The text was updated successfully, but these errors were encountered: