Focused reference · Unreal Engine 5.8
Locomotion patterns
1D idle/walk/run Blend Space
Assets:
- compatible idle, walk, and run/sprint sequences;
- same Skeleton and consistent forward axis;
- compatible gait start phase where possible.
Setup:
- Create Blend Space 1D for the Skeleton.
- Name axis
Speed; use cm/s to match Character Movement velocity. - Set axis min/max to the actual locomotion range.
- Place idle at zero and gait samples at their authored travel speeds.
- Drive from horizontal velocity magnitude, not full 3D velocity if falling should not increase locomotion speed.
- Add axis smoothing only to remove noisy input; do not use it to hide incorrect acceleration or bad sample speeds.
- Put compatible gait clips in the same Sync Group.
- Add matching left/right foot Sync Markers when phase drift is visible.
2D strafe Blend Space
Common axes:
Speedand local-spaceDirection, or- local forward velocity and local right velocity.
Procedure:
- Transform world velocity into character/mesh local space.
- Match axis ranges to actual movement limits.
- Place forward/back/left/right/diagonal samples according to authored direction.
- Preview corners and diagonals, not only axis centers.
- Validate foot phase across neighboring samples.
- If diagonal speed differs mechanically, drive the Blend Space with actual local velocity rather than normalized input.
Starts, stops, and pivots
- Keep simple locomotion in a looping Blend Space.
- Add start/stop/pivot states when acceleration direction, planted foot, or authored anticipation materially changes the pose.
- Use marker-based sync for run-to-stop or walk-to-run transitions when phases differ.
- Set start/stop animations to an appropriate leader role when they must define phase.
- Use transition rules from movement state, acceleration, direction delta, and time remaining—not arbitrary delays alone.
Aim Offset over locomotion
- Author/convert directional aim samples as mesh-space additive.
- Create Aim Offset with yaw/pitch axes.
- Feed locomotion cached pose into the Aim Offset base pose.
- Compute aim delta relative to character/mesh facing.
- Clamp/wrap yaw and pitch to authored limits.
- Layer weapon recoil after or within the aim layer according to desired space.
- Verify spine/shoulder deformation at extreme corners.
Root motion choice
- In-place locomotion: Character/Mover movement is authoritative; animation visualizes it.
- Root-motion action: animation drives movement for the action; use Montages for the common networked path.
- Enabling Root Motion from Everything moves AnimGraph evaluation to the Game Thread; profile before choosing it broadly.
- Verify capsule/mesh agreement, movement mode, slopes, falling behavior, replication, and correction.
Evaluation checks
- No foot sliding at authored sample speeds.
- No phase double-step during walk/run blends.
- Direction changes do not collapse knees or twist pelvis.
- Acceleration/deceleration visual timing matches movement.
- Falling does not feed incorrect speed/direction into grounded locomotion.
- Network correction does not repeatedly restart or desynchronize gait.