I’m trying to add a trail on my animation montage.
My setup is the following:
One Skeletal Mesh for the character
One Skeletal Mesh for each Type of weapon (Dagger, Sword, Wand, Axe, etc).
On the animation Montage that runs on the character skeletal mesh, I want to reference the 2 Sockets that are on the Weapon (Trail_Base / Trail_Top) But I can’t find a way to find them.
This is so when i change between weapons, the distance between the sockets comes with the weapon and the trail gets bigger/smaller based on it.
Small update, I found a way to access the sockets of the Sword SKM that is added to the character SKM.
Add one Anim Notif state, from there get the skeletal mesh ref, get the owner and call a method to Run The trail on the weapon.
On the owner (the character) Grab the sockets of the equiped weapon and run “Begin Trails” on a particle system that is attached to the character inside the skeletal mesh (this can passes as a parameter on the method call).
The only problem i’m having now is that, even while the 2 sockets of the weapon are correctly found when calling the method, the particles still not play.
I’m going to do some more testing tomorrow, any help is appreciated!.
Solved: The problem was that i was setting up “Master Pose Component” for all the meshes, when i only needed this for the armos, the weapons only should snap to target.
Why? When setting mater pose component, you loose all physics on the child (So the sockets are still there, but they are all at 0,0,0)
What is the point of all this?: With this you can now start a trail on one animation montage using Animation Notify State and have it use the Sockets of the weapons as a reference.
If the weapons is large, short or whatever, it will adjust correctly and you can spawn different size trails with the same call.