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.
This post on the answer hub is useful Can't seem to get USkeletalMeshComponent::GetSkinnedVertexPosition to return correct positions for 'rigid' verts - UE4 AnswerHub
But I’m having trouble getting this code to compile.
CalcBoneVertInfos is giving me “identifier is undefined”, although I am including MeshUtilities.h