Focused reference · Unreal Engine 5.8

Coverage, warping, and contact

unreal-motion-matching/references/coverage-warping-and-contact.md

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:

  1. root-motion clip speed versus capsule/trajectory speed;
  2. chosen frame and phase continuity;
  3. blend duration/profile;
  4. stride/orientation warp scale;
  5. 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.