Using blueprints, how can you sync two or more Skeletal Mesh Actors
that are using the same Animation Mode
/ Use Animation Blueprint
?
If you use Use Animation Asset
you use the “leader” as main actor and from him you can use Get Position
and with that, on “trops”, you can use Set Position
and they will be synced with the “leader”.
But how can you do it if instead of Animation Asset
you have Animation Blueprint
?
If you are using a single animation or a set of animations and you don’t need to blend between them, follow this tutorial up to the point Animation Blueprint Setup
(excluding) and skip straight to Animation Sharing Manager
.
If you need blending, then follow the whole tutorial.
I only used it one time for some testing, and it was synchronizing the actors well, but didn’t used it beside that test.
1 Like
I followed it and it is working, but I have a big problem. When the actor is registered to the Animation Sharing Manger
, both clothing and hair simulations are deactivated and they are standing still and not going with the actor.
Here are some examples using Paragons, as I can’t make public our character designs, but they seem to have the same problem:
Also, if you destroy the actor, a reference still exists inside Animation Sharing State Processor
and will throw an error. How can you unregister an actor from it before destroying it?
You can do a check if the actor is valid, but that seems like a cheap patch and not a fix.
My other mechanism was to use Animation Asset
and sync them like I said with “Get/Set Position” but even that has a slight problem, when you call “Set Position” it has a slight delay and you can see the character “snapping” into the new position, especially if for example the character is leaning to one side more then the position 0 of the animation.
If there is a way to stop that “snapping”, I will stick with the old method as that one is fine too.