I understand that I have to use an animation BP to move the bones, but is there a good way to access it from other actors?
Since functions cannot be placed in AnimGraph, it seems impossible to execute functions externally and control them.
Since there are multiple targets and the bones to be moved are different, I would like a way to standardize the processing as much as possible.
Does anyone have any ideas?
I’ve been looking into it a lot, but I can’t find a good way.
It seems necessary to create a variable or function for each bone that stores the rotation information, cast it to AnimBP, store the rotation information from there, pass it to TransformBone on the AnimGraph, and execute them all for each skeletons.
Is this a bad joke? Why would i need such a complicated and tedious process if all i want to do is move the bones of a skeleton? Isn’t it enough to just specify the skeletal mesh and bone name and rotate it?
Is there really no easier way to do this?