Hi,
I still don’t manage the different Animation terms, but I’ll try to explain myself.
I need to save the result of what the Animation Instance feeds to the Skeletal Mesh, i.e. the position of the bones.
How can I do it?
Cheers
Hi,
I still don’t manage the different Animation terms, but I’ll try to explain myself.
I need to save the result of what the Animation Instance feeds to the Skeletal Mesh, i.e. the position of the bones.
How can I do it?
Cheers
You can capture a Pose Asset.
Or you can access the ComponentSpace Bone Transforms directly on the Skeletal mesh.
Thanks for your reply.
I honestly don’t know where to start.
I need to delay 1 frame the space bone transforms from one skeletal mesh to another.
So, I have a custom SkeletalMeshComponent and I extend RefreshBoneTransforms(). This need to copy the Bone Transforms so they can be read later.
I have a custom SkinnedMeshComponent that I also extend RefreshBoneTransforms(). This one needs to read the stored bone transforms and use them.
I don’t think I need to use Pose Asset for this.
Thanks for your help
You were right about the pose. I didn’t use a pose asset but SnapshotPose
Here’s my code:
SnapshotPose(NewSnapshotPose); PoseableComponent->BoneSpaceTransforms = OldSnapshotPose.LocalTransforms;