[ANIMATION] real time with motive:tracker

I immersed myself in the code of the EU4 graphics engine. I integrated the NatNet protocol EU4. I now have control of the individual marker coordinates. What I want to do would be to connect every single marker in a single bone of a skeleton. This you can not do directly, because you can not touch the coordinates of the bones of a skeleton at run time (defined as CONST).

I trawled the classes and have arrived at this point. I thought that there are more components to move a character: skeleton, a mesh and the association of the two.

A container of these can be UAnimSequence to make animation in real time using the markers. But I make too much effort to move forward on this road. Has anyone ever tried?

I haven’t messed with it myself, but you can try using UPoseableMeshComponent. It should allow you to manually move any bone in the C++ code. You can use it instead of USkeletalMeshComponent and set any transformation to the bones in the LocalAtoms[].

You can find more in this link: Transform skeletal bone in C++ - Character & Animation - Epic Developer Community Forums