I have a character in my game with an animation blueprint and morph targets.
Is there a way to copy the animated skeletal mesh to a procedural mesh that updates at run time?
The result would be a procedural mesh clone of the animated skeletal mesh with collision (really it’s just the collision I’m interested in).
I found a few things that were interesting but I’m still a bit stuck. There is a way to get the skeletal mesh vertex locations and normals in C++ but so far I’ve had no luck with it.
I managed to get the animated vertex positions of the mesh, but I can’t find the triangles and normals needed for the procedural mesh generation. Been searching for aaaages for a solution, did anyone else manage to do this?
My code above only got vert position of the static mesh version of the skeletal mesh, u should use loop for the number of vertices and use mesh->GetSkinnedVertexPosition to get the skinned position, i did not try with morph target but i think i should work :D.
Actually got round to trying this today and it doesn’t include morph targets unfortunately. I’m sure there’s a way to do it though so I’ll keep looking.