With a normal Character
we could take a Snapshot of the pose in Blueprints using the Snapshot Pose
node.
But if I try to do this with a Character
that is using Animation Sharing, I get a crash report:
Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Containers\Array.h] [Line: 771] Array index out of bounds: 0 from an array of size 0
UnrealEditor_Engine!USkeletalMeshComponent::execSnapshotPose() [D:\build\++UE5\Sync\Engine\Intermediate\Build\Win64\UnrealEditor\Inc\Engine\UHT\SkeletalMeshComponent.gen.cpp:984]
UnrealEditor_CoreUObject!UFunction::Invoke()
...
Anyone has an idea how to get a Snapshot of the Pose when using Animation Sharing?
Context:
I am doing this in order to Spawn an Actor that act as a Ragdoll of the Character when dying. The idea is to copy the exact Transform and Pose, and swap them.
I already did this with a normal Character
, but I’m stuck with how to do it when using Animation Sharing.
| This is a sample of the intended effect. It’s using a Character (the one running) and an Actor (the Ragdoll).
Thanks, and live long and prosper