Description

Repro Rate: 5/5

Regression: Unconfirmed - Functionality is not implemented in previous version

Skeletal Mesh with default slot Anim BP applied does not translate after Swap Root Bone on particular Anim section via section's properties when Swap Root Bone is None on Anim track in Sequencer Tree View. 

Setting Swap Root Bone Actor on Anim track fixes the issue and swap root bone can be set to any option via section's properties. Severity is set to minor, since there is a workaround.

Steps to Reproduce
  1. Open latest ControlRigExample project
  2. Open SwapRootBone_Level level
  3. Navigate to Swap Root Bone - Use Animation BP area on the level
  4. Open SwapRootBone_UseAnimBP level sequence
  5. Right-click on MM_Walk_RM_Enabled animation section of UseAnimBlueprint_Actor binding
  6.  Select Swap Root Bone dropdown > Swap Root Bone Actor
  7. Scrub through Animation section
    Actual results: Skeletal Mesh walks in place
    Expected result: Skeletal Mesh translates when playing walk animation

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Backlogged
ComponentUE - Anim - Anim in Engine
Affects Versions5.35.5
CreatedApr 19, 2023
UpdatedApr 23, 2025
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