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Unreal Engine 5.8 · Focused reference

Root motion and movement

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Contract

  1. Verify the source asset has an animated root bone and Enable Root Motion is set.
  2. Choose Root Motion Root Lock: reference pose, animation first frame, or zero, based on the asset.
  3. In AnimBP Class Defaults choose the intended Root Motion Mode. For network-oriented montage root motion, use Root Motion from Montages Only.
  4. Decide how Character Movement mode handles vertical displacement. Walking/Falling apply movement physics differently from Flying.
  5. Test capsule/mesh alignment, collision, slopes, stairs, interruption, correction, and blend-out.

Root motion moves the collision-owning character through the movement system; do not separately add the same displacement in gameplay code. Conversely, in-place actions need code-driven movement when displacement matters.

Section/cancel hazards

  • Jumping into a Section can skip root displacement that the following frames assume occurred.
  • Interrupting a lunge must leave capsule and mesh aligned and define remaining momentum.
  • Scaling montage play rate changes displacement timing and gameplay windows.
  • Child Montage replacements may preserve timeline length while changing actual root trajectory.
  • Root Motion modes move AnimGraph work to the Game Thread; profile target characters.

For directional or target-aligned actions, use motion/rotation warping only after the source root, target transform, sync points, and maximum allowed warp are explicit. Gameplay collision and target validity remain authoritative.

Sources and version

Documentation target: Unreal Engine 5.8. Confirm behavior in your installed engine; no per-procedure test result is implied.

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