How to initialize (set) a Skinned Mesh Variable thats inside Actor Component?

  1. 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:

  1. 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.
  2. 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.)
  1. 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.)
  2. 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)?
    • 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, …
    • 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:

  1. 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.
  2. So that during Runtime, I can trigger an Event inside CharBP >> then:

Please help, ty :slight_smile:

So Actor Components seem too restrictive for Mesh ops. (And thus wasting my exploring time, not giving me the option to move Mesh ops outside of CharBP.)

  1. The original question was how to make a Skinned Mesh variable (which is actually a Component variable, not Object variable).
  2. And the purple circle pin gives me an output of Skeletal Mesh COMP, which I need to get a Skinned Mesh COMP > so that I can use the Set Skel Mesh node.
  3. And I wanted to put this [create Mesh comp > Set mesh SK] code in an Actor component (“BPC”), on an array (add meshes as needed), instead of putting messy code in CharBP. But now I cant (since I cant paste Add Skel Mesh Comp node into the Actor Component BPC).

And Child Actor also seems too restrictive > cant set variables of Child actor, in the Instance of Parent BP. (I.e. if I place CharBP in map, then I cant edit Child actor’s vars > to make unique characters. I want Parent’s Construct to use updated Child’s vars > and produce a change (unique characters). But it doesnt work.)

Anyone know a workaround to compartmentalize? (to put all my Mesh ops/set Master/Leader code in [somewhere other than CharBP])