Description

The issue is that URootMotionModifier_Warp::Update will disable the warp if there is no target found for it. But there's no functionality to turn the warp back on if a target is then set on a later frame.

Steps to Reproduce
  1. Put together a motion warping setup on a character bp
    1. This should include a montage with the warp notify, an anim bp to playback the montage and a character bp with motion warping component
  2. In the character bp setup a event graph that does similar to the screenshot (note the delay between playing the montage and adding the target)
  3. Drop the character into the level and setup the warp functionality with a trigger and a target
  4. Trigger the warp
    1. Expected behaviour: The montage plays with no warping for the period of time defined on the delay node, after that time the warp starts and the character warps to the target
    2. Actual behaviour: The montage plays with no warping. After the period of time on the delay node has passed, nothing happens and the character continues to just play the montage and doesn't warp to the target

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-354367 in the post.

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Unresolved
ComponentUE - Anim - Gameplay
Target Fix5.8
CreatedNov 18, 2025
UpdatedDec 1, 2025
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