Animation Bps and Performance

You’re setting animation for the skeleton. Any mesh that uses the same skeleton can be used.

As for different parts, it may be tricky. I’ve never tried anything like it, but from the top of my head I can think of two options:

  1. Create different parts of the skeleton separately, and then attach them together. But you’ll have to create different animation blueprints for each of them.

  2. Create a single skeleton, but make several copies of it, each with a different part of the mesh only. You’ll need one animation blueprint, but you’ll still have several skeletal meshes on top of each other.

IDK if there’s a way to swap parts of a single mesh.

Hello all,

I want to randomize my AI with interchangeable meshes for each section of the body. To do this I would add each mesh (legs, arms, torso, head) to the blueprint, and set the same animation blueprint for each. Would I be running 4 separate instances of that animation bp? If so, is there any way I can set the animation bp for one mesh and have the rest copy it?

Thanks

Thanks for the response although this wasn’t what I was asking. All my meshes are using the same skeleton so that is not a problem. There is also a set mesh node that can change any mesh during runtime. I do not need to create separate animation blueprints for each different mesh as they are using the same skeleton and I want the animations to be seamless and consistent between the meshes.

What I was asking, is how to copy animations from a parent mesh component to a child mesh component. The reason why I would want to do this, is because animation blueprints are always ticking. If I have 4 separate skeletal meshes for the same character, I have 4 animation blueprints ticking when I only need one.

I did a little research and found this unofficial plugin GitHub - Luis24989/SkeletalMeshMerger: Plugin tha merges skeletal meshes at runtime, good for procedural skeletal meshes
That merges all of the randomized meshes at runtime so that they use the parent’s animation blueprint.
The problem with that plugin is that it is unofficial, most likely has little to no support, and was only compiled for ue4 4.21