Description

There’s a bug with the bShouldMatchSyncPhases codepath in UBlendSpace::TickAssetPlayer. That codepath calls ResetBlendSamples to give a deterministic output when advancing time on the animations owned by the blendspace. But this also resets FBlendSampleData::PreviousTime on all the sampled animations, which means we have no delta time when it comes to calculating root motion.

Steps to Reproduce
  1. Open Anim Sandbox
  2. Create a blendspace asset
  3. Drop in a few locomotion assets that contain root motion (eg. M_Neutral_Run_Loop_F, etc)
    1. Setup the animations within the blendspace
  4. In the blend space viewport, turn on preview of root motion (Animation > Root Motion > Loop)
    1. Expected behaviour: the root motion moves the character in the level viewport
    2. Actual behaviour: very little or no root motion is applied to the character

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Unresolved
ComponentUE - Runtime - Animation
Affects Versions5.8
CreatedAug 7, 2026
UpdatedAug 10, 2026
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