I’d like to use UPoseableMeshComponent to allow me to have some custom C++ code drive a skeleton within a Blueprint. However I can’t see how to create a UPoseableMeshComponent from a skeleton/mesh in Blueprint. I have an FBX with a skeleton and skinned mesh imported into my game. I can drag this into my Blueprint, but it comes in to the Blueprint as a SkeletalMeshComponent. I thought maybe I need to change the way I import that skeleton/mesh into the game to stop it creating a SkeletalMeshComponent, but the seems to have no options for which class to construct on import and I can’t see a way to convert it to UPoseableMeshComponent after import.
Or am I going about this totally wrong?!