- What are the nodes to create a “Skinned Mesh” Variable (from a SK mesh or whatever building block) - that is inside an Actor Component?
- (I will only have a ref to Owner’s (CharBP) “Skinned Mesh” variable, which has the animation/skel data, and which will be a Parent to the [Child] “Skinned Mesh” Variable that is inside the Actor Component.)
UE4.27:
- I made an Actor Component (BPC) to hold all my code & variables (for a Modular mesh system) - so that I dont have to make 20 variables inside CharBP.
- I added this BPC to CharBP (as an Actor Component).
- And (from within CharBP code), I only want to feed the Character “Mesh” to BPC’s custom Event. (This “Mesh” gives me 1 PARENT “Skinned Mesh component” to work with > which I can use to set the [Pose of the] CHILD “Skinned Mesh component” which is inside the BPC.)
- In BPC, I made a variable > type = “Skinned Mesh Component.” (this will be the Child Mesh that I eventually want to attach to the Parent Mesh inside CharBP.)
- But how do I initialize/make/set this “Skinned Mesh Component” variable to something other than None [on BeginPlay or Event]?
- I.e. how do I make a “Skinned Mesh Component” from scratch, when my code is not inside a CharacterBP (thus I cannot create Components [in an Actor Component], I can only create blank variables)?
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- And I cannot (dont want to) feed a Child Skinned Mesh comp (variable) > from CharBP > to BPC - because then I’d have to create a copy of Skinned Mesh comp (variable) inside CharBP, …
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- which defeats my goal of having a Modular Component (an Actor Component (BPC) that I can add to any CharBP, and change custom variables inside the BPC, instead of in CharBP).
Goals:
- I know how to set a Modular Mesh system inside a CharBP. But I want the logic to be inside an Actor Component, which is INSIDE the CharBP. Thus Goal 1 is how to initialize/make/set the “Skinned Mesh Variable” to something other than None, at begin play of the BPC.
- So that during Runtime, I can trigger an Event inside CharBP >> then:
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trigger Event inside BPC (send only Char’s Parent Mesh) >>
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then change BPC’s internal “Skinned Mesh Variable” to a new SK > and Set it to copy Master Pose (using Char’s Parent Mesh) >>
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then display/attach [BPC’s internal “Skinned Mesh Variable”] to CharBP’s Parent Mesh.
Please help, ty