void AControlRigActor::InitiShipConRigComp(FName RigPath, USkeletalMeshComponent* SkeletalMeshCompoent)
{
ShipConRigComp->SetControlRigClass(LoadClass(NULL, *RigPath.ToString()));
ShipConRigComp->Initialize();
ShipConRigComp->AddMappedCompleteSkeletalMesh(SkeletalMeshCompoent);
ShipConRigComp->SetActive(true);
ShipConRigComp->bResetTransformBeforeTick = true;
ShipConRigComp->bResetInitialsBeforeConstruction = true;
ShipConRigComp->bUpdateRigOnTick = true;
}
I can dynamically generate ControlRigComp in the program, but the SetControlRotator() function of the generated ControlRigComp in C++does not work, so I was wondering if it was a problem with this code and if my API was used incorrectly during initialization