How do I create a Poseable Mesh “clone” of my (ThirdPerson) Character?
For debugging purposes, I’ve tried to set up the basic version of this by hooking up the C-key to try to “duplicate” the character’s mesh - in the same location, in the same pose - but at TWICE the scale (just to make it easier to see if it worked). But nothing seems to happen when I press C (although in the simulation mode, I see my wires lighting up, so at least the script is being triggered).
What am I missing here?
Here’s how my current Blueprint looks for my ThirdPerson character:
In c++ you can create an actor using another actor as template. Maybe you dive into that and add a little plugin to do the trick? either you would have to create a copy of your actor and set all variables and stuff to what you need
I don’t think C++ should be necessary for this, and I wan’t to avoid writing any code for as long as possible anyway.
Anyway, your reply inspired me to just hit the “Add Component” button and add a “Poseable Mesh” actor into my ThirdPersonCharacter actor - which I managed to set the Master Pose of - so now when I hit the C-key, I get a clone of my character!
Now I got 2 new problems to solve:
As this new component is a child of my character, he follows the mesh around, but I want the clone to STAY stuck in the world position wherever I was at the time I hit C. Like frozen in time.
I also want the pose of the clone to be frozen/static; but it keeps being updated after it has spawned (when I move the main character). So I guess I got to “disconnect” the relationship between my clone’s pose and the master mesh’ somehow!?
PS. Here’s my new Blueprint for anyone else who’s interested in how to get this “far”:
Created a new Blueprint class > type Actor > called PlayerClone. Edited its blueprint to become inactive (Set Active = false) after 0.1 delay upon Event BeginPlay. To avoid getting stuck in the bind pose, which happened without the delay node.
Then spawned this new PlayerClone actor in the world using a SpawnActor node in my character blueprint.
Here’s the effect after applying a purple material to the Clone; then running and jumping while hitting my C-key a couple of times:
That’s pretty cool! Very neat effect. Makes me kind of think Samus when she does her dash in Super Metroid, leaving a little ghost behind as she moves.