How to transfer UE actor to po
eablemesh
Hey @Anonymous_a9d0f6f8f5225663a91b285ef892b0bb! Is there a specific actor class that has the poseable mesh already in it’s hierarchy? Or are you attempting to sift through all actors you pass through with different classes to check for a poseable mesh?
If it’s the former, a quick cast to that actor type and then you can get a ref to their poseable mesh. However this is not scalable, so if you’re doing this constantly you are going to have a bad time. This gets exponentially more expensive if you need to check more actors or more types of actors.
In fact, I want to get the transform of a bone of the actor through the button of widget blueprint
Alright so that portion is the easiest part. The real question is, is there a better way to look for the actor you’re seeking? How big is the array? Is it the actor that owns the widget? In the array, are all the actors passed in the same or deriving from the same parent class?
I see you’re passing in an array so I’ll show you how to iterate on that, if you need to comb through an array you’ll need to either cast for every single one (inefficient) or compare their classes if each is a different class this gets a bit more expensive to do.