Focused reference · Unreal Engine 5.8
Movement and animation seam
Ownership
- CMC/capsule owns authoritative collision, position, velocity, acceleration, movement mode, and floor state for code-driven locomotion.
- Animation Blueprint reads those values and presents them.
- Montage root motion may temporarily drive movement when deliberately enabled.
- Mesh offsets, leaning, stride warping, and smoothing are presentation; do not move the authoritative capsule through arbitrary Anim Blueprint logic.
In-place locomotion
- Derive speed from CMC velocity, using horizontal or local-space components as the graph requires.
- Derive direction from velocity relative to character/control rotation.
- Read falling, acceleration, crouch, and movement mode from the Character/CMC.
- Match animation play rate/stride warping to approved physical speed.
- Keep gait thresholds derived from movement states/data, not duplicated magic values.
Root motion
- Animation asset must contain root-bone motion and have root motion enabled.
- Animation Blueprint root-motion mode controls extraction/application.
- Epic warns that extracting root motion from everything moves Animation Graph work to the Game Thread; prefer the narrowest mode that satisfies the project, especially in networked gameplay.
- While Walking/Falling, Character physics still constrains vertical root motion; Flying applies full root motion.
- Root motion takes precedence over standard movement physics.
Troubleshooting seam
If feet slide but capsule trajectory is correct, fix animation stride/play rate/warping. If capsule trajectory is wrong, fix movement. If both systems rotate or translate the actor, select one owner before tuning either.