Hide bone through Kismet

Edited the node with your data:


/**
* This kismet node is used to break a bone
*/
class SeqAct_BoneRemoval extends SequenceAction;

var() Object SkelMesh;
var() Vector Impulse, HitLoc;
var() int LODIdx;

function Activated()
{
	SkeletalMeshComponent(SkelMesh).BreakConstraint(Impulse, HitLoc, 'b_MF_Head');
	for (LODIdx=0; LODIdx < SkeletalMeshComponent(SkelMesh).LODInfo.length; LODIdx++ )
	SkeletalMeshComponent(SkelMesh).ToggleInstanceVertexWeights(true, LODIdx);
}

defaultproperties
{
HandlerName="BreakConstraint"
ObjName="Bone Removal"
ObjCategory="Misc"
VariableLinks.Empty
VariableLinks(0)=(ExpectedType=class'SeqVar_Object',LinkDesc="Target",PropertyName=Targets)
}

Unfortunately I still get the same error as before. I don’t think it’s an issue with the function itself, since even if I leave it empty I get the same error. The problem seems to come from the HandlerName function.