As a continuation to this thread:
and going off of this thread (specifically the post by cyaoeu):
I am trying to figure out the proper object to reference while casting to my blueprint.
My setup is as follows:
- A Skeletal Mesh Component (SK-Wall-Round) with 2 morph targets: one named “X”, one named “Y”.
- 2 Public Float Variables (Morph-X and Morph-Y) with the required math to set them appropriately.
ABP-Wall-Round (Animation Blueprint)
- Configured as in the picture
What I am trying to ultimately achieve is the user dropping the blueprint in the level and changing some variable values that directly drive the morph targets.
If anyone knows a better way to go about this, please let me know.
I appreciate the help,