Focused reference · Unreal Engine 5.8
Coverage, warping, and contact
Coverage matrix
Inventory animation data across:
- gait/speed bands and direction;
- stationary starts and moving accelerations;
- decelerations/stops by lead foot;
- pivots and turn angles;
- sustained loops and curved paths;
- slopes/stairs/crouch/carry/weapon states as required;
- interruption and transition poses.
Compare the root-motion speed distribution with the movement model. When gameplay moves faster than the fastest data, the database can repeatedly choose its maximum-speed pose; reducing that pose's weight hides the real mismatch.
Procedural correction
Use Orientation, Stride, and related animation-warping nodes to extend nearby data, not replace whole missing movement categories. Establish a correct selected pose/root trajectory first, then add one warp and test its maximum acceptable deviation. Layer leg/foot IK after the base locomotion and warping result.
Foot sliding checks:
- root-motion clip speed versus capsule/trajectory speed;
- chosen frame and phase continuity;
- blend duration/profile;
- stride/orientation warp scale;
- ground-contact IK and moving-base handling.
For duplicate footsteps caused by rapid adjacent pose selections, use Anim Notify filtering on the Notify. It does not apply to Notify States. Do not let a cosmetic footstep Notify drive authoritative gameplay.