I know about SkeletalMeshComponent::SetMasterPoseComponent(), but what I want is copy the pose from SkeletalMesh A into SkeletalMesh B and keep SkeletalMesh B at that pose, without updating it on the following frames (or at least not by copying the pose from SkeletalMesh A).
Seems like there’s no way to remove the current MasterPoseComponent, and the related variables are private.
I tried to copy the bone transforms from one to another but again seems like everything related is private.
Any Ideas?
Thank you for reading.