Not sure if this should go in animation or programming forum. Feel free to move it. I’m just curious if anyone knows what the equivalent to the “layered blend per bone” node in blueprints would be in c++. Trying to create functionality similar to this video but with c++. I’ve found a member variable in UBlendSpace called blend per bone-took me a minute cause all the videos I’ve watched show this blue print node for montages-but not sure if it’s equivalent or exactly how to use it. Not sure if there’s really any practical reason to do this in c++ from a performance or work flow perspective but I’m very curious how it would be done. I’ve managed to make some montages and blend spaces and play them in a basic state machine I made in c++. Haven’t been able to get this bone splitting thing yet though. Any help would be appreciated.
Just realized all the blueprint graph nodes have their own class they’re derived from. I was looking for functions in more generic animation related classes.
Also just realized all these classes seem to just be for changing the node itself in the blueprint lol.