Root Motion

An overview Root Motion Animations in Unreal Engine.

With Root Motion animations, you can drive character movement with animation data to create more grounded movement within levels.

This document provides an overview of Root Motion, and a quick explanation of how to enable Root Motion in compatible animations.



Within a level, a character is composed of many Components. A character's movement is often driven by the character's Movement Component, with animation playback layered on top to communicate the visual feedback of motion.

Below is an example of a character rendered with a Skeletal Mesh Component and a Capsule Component in the Blueprint Viewport Editor.

character mesh and capsule component

Root Bone

Animations are driven by the Skeletal Mesh's Skeleton, which is composed of bones. The Root Bone is the Skeleton's foundational bone; unlike other bones, the Root Bone is not built to represent an element of the Skeletal Mesh, like a leg or arm, but rather, is a reference point for the entire skeletal structure. Some animations do not have any animation data on the Root Bone, it remains stationary and grounds the skeleton and the animation to a single point, while others animate the Root Bone to follow the animation's displacement in 3D space.

Below is an example of a Skeletal Mesh with its Root Bone highlighted.

skeleton root bone

Root Motion

In the absence of any character movement, animations with a stationary Root Bone will play in place with no actual movement or displacement.

no root motion enabled

While some animations, like the animation above, have a stationary Root Bone, others have movement assigned to the Root Bone.

Below is a demonstration of an animation with movement data on the Root Bone. The red line represents the tracked displacement of the Root Bone, from its starting position to its current location.

root bone displacement

However, an animation containing animation data on the Root Bone does not affect the character movement by default, it must first be enabled with the Root Motion property.

no root motion

root motion enabled

No Root Motion

Using Root Motion

Without Root Motion enabled, the animation is animating the Skeletal Mesh off the Root Bone and away from the character (represented with the wireframe capsule). The Skeletal Mesh disconnects from the character, before snapping back to the starting position at the end of the animation cycle. By enabling an animation's Root Motion, the Root Bone motion data can drive the character's movement, which drags the character along with the Root Bone's movement.

By driving character movement with Root Motion, animations are able to recursively loop, beginning from the character's last position from the previous animation loop. Below is an example of recursive animation cycles.

recursive root motion

Enabling Root Motion

In order to enable and use Root Motion features, you must first have a Skeleton that has a root bone, and an animation with an animated root bone.

Animation Sequence

Each individual Animation Sequence or Montage must be toggled to Enable Root Motion. This property is found and modified within the Asset Details panel in the Animation Sequence Editor.

root motion properties asset details

Below is a listing and explanation of the properties relating to Root Motion found when editing an Animation Sequence Asset.



Enable Root Motion

When enabled, Root Motion data is extracted. Uses the Animation Blueprint's Class Defaults property Root Motion Mode to define how Root Motion is extracted.

Root Motion Root Lock

Locks the Root Bone to the defined position when extracting the Root Motion.

The options for the position with which to lock the Root Bone are as follows: Ref Pose: Locks the Root Bone to the location it presides in the Reference Pose for the Skeletal Mesh. Anim First Frame: Locks the Root Bone to its location in the first frame of the selected animation. Zero: Locks the Root Bone position to a 0,0,0 coordinate point, relative to the mesh.

Force Root Lock

When enabled, forces the Root Bone to Lock, even if Root Motion is not enabled.

Use Normalized Root motion Scale

When enabled, applies a normalized scale to the extracted Root Motion. FVector(1.0, 1.0, 1.0).

Animation Blueprint

After enabling Root Motion within an individual Animation Sequence's parameters, you need to determine how that sequence is handled inside of the Animation Blueprint driving your object's animations. There are several different ways you can handle Root Motion within Animation Blueprints. To access these options, click Class Defaults in the Animation Blueprint Editor's Toolbar. This opens a Details panel that contains a Root Motion Mode property with a drop down menu.

open class defults

The options are as follows:



No Root Motion Extraction

Root Motion remains unchanged (applied to the root bone).

Ignore Root Motion

Root Motion is extracted (and removed from the root bone), but not applied to the character.

Root Motion from everything

Each Root Motion enabled animation asset that contributes to the final character pose has its Root Motion extracted. The extracted Root Motion is blended based on the weight of the source assets contributing to the pose.

Root Motion from Montages Only

Root Motion is only extracted from Root Motion enabled Animation Montages.

There is a performance cost to enabling Root Motion.

When either Root Motion from everything or Root Motion from Montages is enabled, the Animation Graph is updated on the Game Thread instead of a Worker Thread. More work on the Game Thread can cause performance issues.


Once Root Motion is enabled in your animation and the application method of Root Motion extraction is defined in the Animation Blueprint, the animation drives the Movement Component during playback.

The physics state of the character is taken into account during Root Motion. For example, if a character is Walking or Falling, along an X and Y axis, then the Z-axis of Root Motion is ignored, and gravity is applied. This character will fall, go down slopes, or up stairs. If the character is Flying, in an unbound state, then the full Root Motion is applied and gravity is ignored.

This is defined and adjusted within the character Blueprint with a Movement Mode Node.

Debugging Root Motion

Below are relevant debugging properties for working with Root Motion animations.

Animation Sequence Editor

While working with animation sequences in the editor's Viewport, there are many helpful features at your disposal for debugging purposes.

To render the character's Skeleton as an overlay over the Skeletal Mesh, navigate to the Character tab and open the Bones breakout menu. Within the Bone Drawing header, select All Hierarchy. This option renders the entire Skeleton, including the Root Bone rendered in red. Since the Root Bone is undergoing a transform, a red line is rendered between the Root Bone origin point and the current location.

Below is a demonstration of enabling the All Hierarchy Bone Drawing Mode.

show bones all hierarchy bone drawing mode

The Red Line represents the Root Bone displacement due to enabling Root Motion. You can see the amount of displacement, and track the movement of the Root Bone during animations with Root Motion enabled.

To alter the playback settings of the Root Motion animation, navigate to the Character tab and open the Animation breakout menu. Under the Root Motion header you can toggle the preview playback options as shown and described below.





ignore root motion mode

Ignores any present Root Motion and plays back the animation in a static setting.


loop root motion mode

Enables the Root Motion playback, and continually loops the animation beginning from the endpoint of the previous loop.

Loop and Reset

loop and repeat root motion mode

Enables the Root Motion playback, and continually loops the animation beginning from the Root Bone origin point for every loop.

Console Command

You can enable a character's Capsule Component to display during run time with a Console Command.

Although the Collision Component is not the character object, the Collision Component can be a quick and easy way to visualize the character object separately from the Mesh.

While a game is running in the editor, press the Backtick (`) key, to enable the console command window.

Enter the console command: show collision, and press the Enter key.

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