I’m doing some testing in UE4 and I need to check the distance between two bones, then have a log message that tells me what is the distance between the during runtime ( since the bones are animated ).
It is possible to look for exactly a bone name and setup this blueprint?
Alternatively, if the bone name could not be looked for, it is possible to “constraint” a dummy mesh to that bone and then use that dummy mesh in order to check the distance between them?
The function used to get a bone is a little unfortunately named (maybe we can improve this in future). It’s called “get socket …”
You can use this to get (as the name suggests) a socket transform, but also a bone!
I’ve attached a picture of the 2 ways you can do this: either directly with a “get socket location”, or using a “get socket transform”, which gives you more flexibility about what transform space the values are returned in (ie. is it relative to the world origin, the actor location or the mesh component)
Sorry to bother you again with a question, but is there a possibility to get the distance between the two sockets and show the value ( in runtime ) in the viewport?
Take a look at the blueprint Pallete to see the kinds of things you can do with vectors and that might give you a good head start. If you don’t understand some of the terms, Khan or google can be very helpful!