Focused reference · Unreal Engine 5.8
Root, pelvis, feet, and hand contact
Root/pelvis order
- Confirm the source sequence contains the motion you expect.
- Confirm both retarget roots and actual skeleton root/pelvis hierarchy.
- Establish pelvis transfer before adding root generation.
- In Root Motion, choose either Copy From Source Root or Generate From Target Pelvis according to the source data. Do not combine two owners of translation.
- Choose root height intentionally: copy source height or snap to ground.
- Inspect Maintain Pelvis Offset, child updates, global offsets, and pelvis-yaw contribution.
- Test export separately; preview root-lock overrides do not define exported behavior.
Symptom mapping
- Whole character floats/sinks -> retarget pose ground, pelvis operation, root height, mesh scale.
- Pelvis stays while feet move -> retarget root, pelvis source/target, FK translation mode.
- Double translation -> root motion applied in both retarget/export and gameplay movement.
- Character rotates unexpectedly -> pelvis yaw/root rotation settings or incorrect root basis.
- Feet penetrate only on slopes -> runtime ground solution, not a retarget-pose correction.
Contact correction
Use Speed Planting only after the base motion matches. It needs:
- target leg chains with IK goals and a functioning IK solver;
- source curves that identify foot-bone speed/contact, often generated with Animation Data Modifiers;
- thresholds tested across walk, run, start, stop, turn, and uneven ground.
For hands or weapon markers, first correct arm/hand chains and retarget pose. Use Pin Bones for special bones such as a weapon IK marker that must follow a target hand, then apply small goal offsets. Never compensate for a wrong chain map with a large per-animation hand offset.