In my Pawn I have an USkeletalMeshComponent that’s make available to the editor
// Pawn.h
UPROPERTY(EditAnywhere, Category=“NodeObject”)
TSubobjectPtr animatedObject;
// Pawn.cpp
animatedObject = PCIP.CreateDefaultSubobject(this, TEXT(“SkeletalMesh”));
animatedObject->AttachTo(RootComponent);
I would like to be able have properties for various animation sequences that i can apply to the mesh available to set form within the editor as well, but I’m not sure on the best way to do this
I’ve tried creating a UPROPERTY for this in the header file but all I get is crashes when trying to launch, i’d rather not have to use FFindObject to load the animations if possible
any advice would be greatly appreciated!