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

Hi Everyone!

I just wanted to say hi and let you know I am still around!

Happy new year!

I hope you are having fun with your UE4 Projects!

:heart:

Hee hee! What Bruno said :slight_smile:

Welcome to the forums! The code is outdated, in newer engine versions, getting skeletal mesh animated vertex positions has been made more complicated.

Here are the functions in SkeletalMeshComponent.h



static FVector GetSkinnedVertexPosition(USkeletalMeshComponent* Component, int32 VertexIndex, const FSkeletalMeshLODRenderData& Model, FSkinWeightVertexBuffer& SkinWeightBuffer);

static FVector GetSkinnedVertexPosition(USkeletalMeshComponent* Component, int32 VertexIndex, const FSkeletalMeshLODRenderData& Model, FSkinWeightVertexBuffer& SkinWeightBuffer, TArray& CachedRefToLocals);


Hi there! Welcome to the forums!!!

Ahm, I don’t see what you mean, because the underlying world.h function is :

world.h



ServerTravel(const FString& InURL, bool bAbsolute = false, bool bShouldSkipGameNotify = false);


and my impl:



World->ServerTravel(MapName,false,bNotifyPlayers); //abs //notify players


So if you are having an unusual experience, it is the impl inside world.h / Epic’s code, and is a well-used function so I am having trouble imagining there’s something wrong with it :slight_smile:

Nice to meet you!

:heart:
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