Duplicating skeletal mesh not in same location?

Hello Unreal Dev’s,

I’m trying to duplicate an animated skeletal mesh without luck so far. I can duplicate a static skeletal mesh and the duplicated mesh will appear in the same location. However, when I try to duplicate an animated mesh the newly created duplicate will appear at the origin of the animation, and not at the origin of the original mesh. I’ve looked at all of the get location modules, and none of them seem to get me the transform I need. What am I doing wrong?

I’m doing this through blueprints btw.

original_mesh → “add skeletal mesh component” → “set skeletal mesh” (target -duplicate mesh, new mesh - original mesh) → “set Master Pose Component” (target -duplicate mesh, new master bone component - original mesh)

thanks,

So I figured out how to do this with the following nodes below. You have to update each frame to get it to work.

orig_mesh_ref->get Skel Mesh Component->“Make AnimNode_CopyPoseFromMesh”->“Break AnimNode_CopyPoseFromMesh”->“Set Master Pose Component” (previous nodes in new master bone component), target → duplicated_mesh_ref

Now my question is, how do I get bone locations on animated skeletal meshes? I seem to only get relative locations, and not absolute world space locations. Specifically, I would like to figure out where the middle of the mesh is at any point in time. Figuring out the current bone location is a work around for what I really want to do. Any suggestions?

thanks,