I am trying to make a couple of generic Animation Blueprint Templates that I use as Linked Anim Graphs. For most part it works great, but the Transform (Modify) Bone node I use in several functions references a bone name, but I can’t turn that variable into a pin. So when I use it as a Linked Anim Graph I can’t change the bone name, if the specific characters has a different bone structure or bone name.
Is it possible to work around this, or maybe change it into a pin in the future?
This isn’t a pin because it’s not taking in a name as an argument. It’s taking FBoneReference which has no blueprint presence. You see the bone name as a convenience to the end user when selecting a bone, but it’s mostly using the bone index.
If a name or index were passed in, the engine would need to resolve that name or index to an existing FBoneReference each frame since pins can have variables that can change at runtime, pretty much destroying performance.
I’m not saying there’s no way something like this can’t be done with good performance, but this is why it is the way it is. Frustrating as it may be!
This is why we need blueprint constness! Hint hint core engine devs
Hi, do you know if there is alternative solution?
I have a lot of enemies with different type of skeleton and I want all of them to look at the player, Im using Transform Modify Bone to rotate the bone, but since every skeleton has slightly different bone names I need to copy and paste.
I wanted to move the looking logic to seperate Anim Graph, but in there I somehow nee to pass in the Bone Name