Bone Driven Controller

cd9f57d84c97c027a626952ef5d2d0958469323f.jpeg

Does the Bone Driven Controller, that was introduced in 4.12, actually work for Morph Targets or Material Parameters?
It’s easy enough to setup to work with a bone as the destination, but unless I’m doing something wrong, it doesn’t work for either of these other two.

I want to drive muscle morph targets procedurally and this seems to be the best way to do it.
I’ve had to resort to using the new Pose Driver with Pose Assets, which is less than ideal.

I had originally set up a blueprint to do it using the joints relative positions, which worked fine, until I realised that my characters joints were not zeroed in default pose after being imported.
So I couldn’t set the min/max values on a single axis.
If anyone can tell me how to import a character with correct rotations that would be most excellent!

For anyone who would like to know how this works using Morph Targets, you can follow along with this video:

[video]UE4 Skeletal Controls: Bone Driven Controller Morph Targets - YouTube

However, don’t set the Rotation Mode on the “Transform (modify) Bone” node to “Replace Existing”, set it to “Add to Existing”, otherwise the selected joint won’t animate.
Now I just need to get this working with the Material Parameter.