how are you guys handle a post process anim bp in the mesh?
For example I have a skirt with physics and rig. Should I set anim instance in skeletal mesh inside customizable object and then get it from customizable object instance and set it to the mesh component manually?
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As always almost no support from community. Common guys!!!
Hey @Anma
you have to manually link each of the ANIM BPs that you put in the Skeletal Mesh nodes
In the UCustomizableObjectInstance there is the following function:
/** Execute a delegate for each animation instance involved in this customizable object instance. */
UFUNCTION(BlueprintCallable, Category = CustomizableObjectInstance)
void ForEachComponentAnimInstance(FName ComponentName, FEachComponentAnimInstanceClassDelegate Delegate) const;
Once the update is done, in the update callback, you can call this function and it will give you all the AnimBPs that are used for that customization. Then it is up to you what you do or where you link them.