I can somewhat get this working by combining a Control Rig, an Animation Blueprint, and an Actor Blueprint, but this approach doesn’t feel like the cleanest and most direct solution.
The Animation Blueprint successfully maps the skeleton to the Control Rig. However, the challenge is procedurally manipulating the transforms of the rig controls.
I managed to achieve this by creating a Transform array variable in the Control Rig and exposing it as a pin in the Animation Blueprint. The Actor Blueprint, which handles gameplay-based changes, maintains a separate Transform array based on the Skeletal Mesh and exposes a function that returns this array. The Animation Blueprint then uses this to set the values for the Control Rig.
I’m trying to dynamically modify skeletal meshes in the level based on gameplay, and currently have no need for animation. Poseable Mesh Component could be an option, but I’d prefer to use Control Rig to future-proof my project.
Any advice or alternative suggestions would be greatly appreciated!