…because it’s not USTRUCT(BlueprintType) in \Engine\Source\Runtime\Engine\Public\BoneContainer.h
Can you advise me please how to expose the reference to the bones now without customizing entire Engine?
Thank you!
…because it’s not USTRUCT(BlueprintType) in \Engine\Source\Runtime\Engine\Public\BoneContainer.h
Can you advise me please how to expose the reference to the bones now without customizing entire Engine?
Thank you!
Per a thread on UDN…
“This behaviour is by design. Enforcement of blueprint markup has been fairly lax up until now and we’re trying to improve matters. It is the intent that a type not marked as BlueprintType should not be usable by blueprints.”
Suggested fix:
“As noted in the report, the best solution for your case would either to be to add BlueprintType to the FBoneReference struct if you are using source code or to create a wrapper struct that is BlueprintType which contains the FBoneReference variable and then use a variable of your wrapper struct instead.”
My suggestion:
Try and use an FName for the bone name and create a FBoneReference from it in code and use that. Not fun but hopefully works.
Thank you for advise!
Yeah, for current state FName is the only way to reference bones Although FBoneReference is much more desired due avoiding misnaming errors etc…
Cheers!