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How to make a skeletal mesh that was spawned at runtime use an anim blueprint?

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cast-9.jpg

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Trying to get a skeletal mesh to use an animation blueprint. It was spawned (screenshot 1) and then assigned a mesh to its already existing blank skeletal mesh component ( screenshot 2, construction script of the actor). The animation blueprint does not work with it. However that animation blueprint works if the actor has a mesh and bp assigned bfore runtime. How to fix this?

Does your M 9 Class inherit from cat_character?

No, it inherits from a base weapon class. However the problem was me not using get player character when attempting to cast to the weapon in the animation blueprint. I used try get pawn owner, which led to problems with the anim blueprint in ways I still do not understand, but when I used get player character, then cast to the weapon it worked.