And it works perfectly IF I dragged the character models into the map beforehand. It seems that this way the model is loaded into memory once and therefore the asset registry works. But when I newly start the editor and execute these nodes without dragging in models, it doesn’t work.
My question: Is there a node with which you can force load the skeletal mesh before changing/applying it? Thanks in advance.
Thanks for your answer, Chatouille. Somehow it doesn’t work and the cast fails. But I have to investigate that further.
Edit: Ok maybe I should have said that the character consists of multiple body parts. And I am loading the body parts in a row (loop) , now the problem with this Asynch Load method is, that it only loads the last body part in a loop and somehow ignores the previous ones
In my solution, I created a struct to represent my characters. And then used a datatable to fill in the properties such as the meshes that can be used for each actor variation.
Thanks @koda and thanks @Chatouille … The extra map is a really creative solution but I went with Chatouille’s , because it seemed faster to implement for my cause. Works like a charm. Thank you guys! <3