Focused reference · Unreal Engine 5.8
Implementation patterns
Locomotion base
Gameplay movement -> animation-facing state/trajectory -> Chooser -> valid databases -> Motion Matching -> Pose History -> orientation/stride warping -> leg IK -> upper-body/action Slots.
Validate: idle-to-walk/run, stop both feet, 45/90/180-degree pivots, analog direction changes, acceleration/braking extremes, slopes, low frame rate, network correction, and animation LOD.
Traversal entry selection
Gameplay detects and validates the obstacle. Pose Search chooses a compatible authored entry from a bounded traversal set using relative obstacle/character features. The action system then owns the committed traversal, collision/movement, interruption, and exit. Do not let pose selection decide whether gameplay traversal is legal.
Discrete action alongside Motion Matching
Keep locomotion Motion Matching active as the base. Play attack/reload/interact through a Montage
Slot and layer by body region when appropriate. For full-body actions, intentionally suppress or
replace base motion and define root-motion ownership. See unreal-animation-montages.
Retargeted database
Retarget clips first, verify root motion and contact across the complete dataset, then index the
target data. A correct reference pose is insufficient: test starts, stops, pivots, extremes, and
curves/notifies. See unreal-control-rig-ik for retarget diagnostics.
Network boundary
Replicate gameplay movement/state; let each client select cosmetic locomotion poses from equivalent data. Do not replicate pose-search candidates every frame. Ensure discrete authoritative actions use their own replicated gameplay contract.