Using MotionMatching with a PoseSearchSchema with a Trajectory grouping. The query gets rotated to match the capsule/mesh component instead of the offset root/actual location of those bones/trajectory. This only happens for 1 frame after changing directions. Using rewind debugger Run in one direction, then turn 180 degrees and keep running. pause editor and step through the rewind debugger pose search details. Draw the query and Trajectory. Note that they are in sync most of the time. 1 Frame after picking a turn 180, the query is rotated 180 off from the Trajectory. The next frame it is back in sync with the Trajectory. The query should always be in sync with the Trajectory.
Steps to Reproduce
Using motion matching like the Game Animation Sample.
<p>
</p>
1. Run forward in orient to movement
2. Perform 180 pivot/turn
3. Continue running in the new direction
4. Notice the rewind issue on the second frame of a turn
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-317264 in the post.
0 |
Component | UE - Anim - Gameplay |
---|---|
Affects Versions | 5.6 |
Target Fix | 5.7 |
Created | Sep 3, 2025 |
---|---|
Updated | Sep 3, 2025 |