Hello,
I am having trouble understanding what I am missing here. If I call
auto asset = grooms.Add(groom.Key, groom.Value.Get());
where groom.Value
is a SoftObjectPtr<GroomAsset>
, everything goes fine and my characters have hair. The only trouble is that since multiple characters use the same groom asset, I cannot change material on the groom for individual characters. If I replace the above line with
auto asset = grooms.Add(groom.Key, NewObject<UGroomAsset>(owner, NAME_None, RF_Standalone, groom.Value.Get(), true));
so that i can manipulate individual copies of the grooms independently for each character, alas this way the groom just does not render. This is the only line that changes, the owner
is legit and alive, the asset
pointer is legit and alive at least until asset
is reparented to have the proper GroomComponent
as outer, so I am at a loss of ideas. Can anyone spot what am I doing wrong/missing? bCopyTransientsFromClassDefaults
can be either true
or false
with no visible effect.
Thank you.