Hi!
I have a character model that combines a skeleton with a blendshape rig on the face. But I’m currently trying to see the current positions of the face vertices on a specific moment, but it just returns 0 for all the values???
As I’m implementing this as a blueprint, I’m passing it a USkeletalMeshComponent* faceModel and then finding the positions of the vertices using:
TArray<FVector> Locations;
faceModel->ComputeSkinnedPositions(Locations);
Actually, this works if it is only the blendshape model/morph targets without the body (skeletal) rig. But the moment I have everything together, ComputeSkinnedPositions just returns 0 on all the values… Dx
Does anyone have any tip?
Many thanks!