been looking around for some time now but did not find a way to modify bone transforms (position, rotation, scale) at runtime without prior knowledge of which bones will be transformed.
- UPoseableMeshComponent is not an option because it inherits from USkinnedMeshComponent. So I can’t use Animation Blueprints anymore.
- FAnimInstanceProxy::GetCustomNodes() in conjunction with FAnimNode_ModifyBone is not an option because it only works when the anim instance is created and set to work without an animation blueprint.
- Overriding FAnimInstanceProxy::Evaluate is not an option because the node graph is no longer being ran when it returns true. Not entirely sure on this one tho.
Any hint on what direction to look would be awesome.