(39) 's Extra Blueprint Nodes for You as a Plugin, No C++ Required!

Animated Vertex Positions With Movement Velocity Correction

Dear Community,

I’ve finally cracked the code of drawing accurate animated vertex positions for character meshes!

My node features a “velocity correction” system which causes the animated vertex positions to line up with your moving, animating character!

Now you can get the positions of the vertices of your character’ mesh, as these vertices animate!

You can run node in tick of your character, or in my case I use the level BP because my Victory BP Library nodes can be used anywhere!

**My C++ Code For You**

Here's the C++ magic that I used to get the character's animated vertex positions to line up even while moving, jumping, and falling!

Please note  node can also be used with non-pawns / non-characters, any SkeletalMeshComponent will work!


bool UVictoryBPFunctionLibrary::AnimatedVertex__GetAnimatedVertexLocations(
	USkeletalMeshComponent* Mesh, 
	TArray<FVector>& Locations,
	bool PerformPawnVelocityCorrection
	if(!Mesh || !Mesh->SkeletalMesh)  
		return false;

	FTransform ToWorld = Mesh->GetComponentTransform();
	FVector WorldLocation = ToWorld.GetLocation();
	**//Pawn Velocity Correction**
	UPawnMovementComponent* MovementComp = nullptr;
		APawn* Pawn = Cast<APawn>(Mesh->GetOwner());
		MovementComp = (Pawn) ? Pawn->GetMovementComponent() : NULL;
	bool DoVelocityCorrection = PerformPawnVelocityCorrection && MovementComp;
	**//Pawn Velocity Correction**
	for(FVector& Each : Locations)
		Each = WorldLocation + ToWorld.TransformVector(Each);
			**Each += MovementComp->Velocity * FApp::GetDeltaTime();**
	return true;


**Latest plugin download on the UE4 Wiki: (7.99 mb) **

**Victory Plugin on Media Fire**

If your browser is not updating the Wiki download page to the most recent version, you can use my alternative Media Fire download link!

Please note clicking  link will not start a download instantly, it will just take you to the Media Fire file description.