Hello all! I was excited to use 5.1’s new animation constraint feature to parent objects to my character’s hands, but since my character is a Blueprint, it won’t allow me to add a constraint to the skeletal mesh component of that actor since it only uses an eyedropper visual tool to pick what I want to constrain to. The Snapper tool, on the other hand, allows me to pick my Blueprint actor and then select the Skeletal Mesh component inside of the Blueprint. Any help would be appreciated! I can’t just have my character as a Skeletal Mesh in the scene since I have a skeletal mesh with a helmet and the MetaHuman face is connected to the body.
Not even sure what “feature” you are asking about.
Try to see if you have the option avaliable as a component within the character blueprint.
The eye dropper implies you are using a custom blueprint within the level. - In which you select a skeletal mesh for it to do its thing.
Open up that blueprint to learn how it works. Copy/move the relevant code to the actor if possible (and this may bot be possible if the class has C++ code to it which you cannot access without using the same class).
I know this is a late response. What you do is add the blueprint containing the skeletal mesh of the item you want to animate\parent to a character to the sequencer. Your character\parent should also be in the sequencer. Then, with the item\blueprint track selected, you click add constraint, and pick your type (probably parent.) This is when the eyedropper tool you describe appears. Use it on your character ( who you want as the parent) and then select which bone (from what you describe, probably hand) from the list of bones in the parent. All done!!