Does anyone know the proper workflow for getting Root Motion to actually drive character physics?
The Setup:
I imported a custom animation from Blender into ModelDoc and added an ExtractMotion node. In the ModelDoc preview, the animation looks correct—the model physically moves along the plane and the camera follows, so the motion is definitely being extracted from the root.
The Problem:
I’ve wired this into my AnimGraph (triggered from an Idle state via a button press). When I test it in-game, the animation plays perfectly, but the character's collision/position stays pinned in one spot. It’s like the physics engine isn't receiving the movement data that ModelDoc is showing.
What I've tried:
Adding ExtractMotion in ModelDoc.
Confirming the animation moves the model in the preview.
Triggering the state correctly in the AnimGraph.
Is there a specific setting in the SkinnedModelRenderer or a toggle in the AnimGraph I’m missing to make the character actually follow the animation?