Ok, I made a Duplicate of this one Blueprint since it was so complex, I am using a different Mesh for it that the source Blueprint. Everything in the Blueprint work, except the Character “Player Pawn” is stuck in the T Pose position and will not execute animations.
How can I fix this? Will this work? There are no compilation errors at all. However there are errors in the editors.
I made a Animation Blueprint from the new Skeleton that my mesh is using, but it’s like its not “receiving” the Animations now?
Did I miss a certain thing with this? Do I have to do something to the Mesh in order to get the Animations to execute after making a “Duplicate Blueprint?”
Thanks for replying to my Query. The problem still exists…
Ok, would it be better to make a child blueprint from my source blueprint rather than a duplicate?
Or should i make a Blueprint from scratch so that way I can assign the skeleton/mesh to it in the beginning?
Like for example, the character recognizes the Health component, and when the player is hit and the health is diminished he mesh falls to pieces, in a odd manner. Like I am not sure why it’s falls to pieces, since the mesh is one piece?
Anyway, if you can help me sort this out I would really appreciate it, Ive been raking my brains over this for days!
Ok, no this is a marketplace asset template and is designed to be used as a “Template”.
The reason for the _2 now is the exact names cannot exist in the same project if they are variables. They must have different names.
This Blueprint is very complex, but the C++ inherited components do work on my new mesh character, but I am having issues since the Anim BP is not working in conjunction with the new Blueprint child or “duplicate” from the Main BP.
I can move the new mesh around, see the components working on it, however i cannot don’t get anything from the ANIM BP some how…that part is not working since there are tons of errors in the new BP that i made.
SO, I am faced with either "Creating a BP from scratch with my new characters meshes, and hand creating the variable, blueprint interfaces, ect…
This is what I am facing…
Is there a better way?
Please advise, if there is NOT…I will just do that…
I don’t know, nor have access to this template, so it is hard to say.
Hypotetically you should be able to make a new BP from the same template and subsequently copy/paste nodes within it. but you would need to manually go through and re-create all the needed variables.
You would ofc. get the underlying functionality provided by the template though.
Sort of like making a new character from the actor class…