Hi,
I've been away for a while and catching up on the state of things. Am I right in that root motion is not implemented within the UE runtime? I found this post and a few others but I can't find a definitive answer. http://esotericsoftware.com/forum/UE4-Root-Motion-10096?p=45577&hilit=root+motion#p45577
I want the root bone of a skeleton to move the Actor within the world. I know there are bone followers and bone drivers but these seem to be for other use-cases. I tried using a bone follower but no luck. There's a checkbox called "Use Component Transform" which implies when it is false, it will move the Actor to follow the bone. When I put in the root bone, nothing happens. The Actors world location remains the same.
If I set the Target as my character which contains the spine skeleton, it simply bombs through the floor in editor mode.
If I unset the Bone Name property, my actor moves to a specific location and doesn't move (0, 0, 0).
Looking at the code for SpineBoneFollowerComponent, it appears that it will only set the Actor to the world position of the bone? In which case, SpineBoneFollowerComponent can't be used for root motion.
Can anyone please elaborate or point me to a sample containing root motion from a spine skeleton, or is it something I will need to implement myself?
Thanks!