Re-parenting Animation Blueprints with Different Skeletal Assets

  1. The project I am working on has a large number of simple skeletal meshes (2-3 bones) to represent things like switches, buttons, levels, etc…
  2. A lot of these assets do not share a skeleton (pivot points vary enough from one switch to the next for example).
  3. All of the animation is achieved through direct manipulation of a single “switch” or “button” bone.
  4. All animation blueprints key off the same state enum parameter (On and Off states for most) and have pretty the same anim graph logic.
  5. Setting the state parameter for the animation blueprints requires a cast to that animation blueprint class. However, because there are lots of different skeletal meshes, there are a corresponding number of animation blueprint classes. This is quickly resulting in long casting chains, or multiple blueprint classes that are identical except for the animation blueprint cast node.
    6. To get around this, I have re-parented most of the animation blueprints to a single blueprint class despite them using different skeletal meshes. This results in the child animation node disappearing, but that’s fine because they all use the same logic/state machines and only differ by parameter values.

My question is this.

Is this intended behavior, or should I expect later engine versions to break the ability to re-parent to an animation blueprint that uses a different skeletal mesh?

Try this: http://smilemugi.net/wordpress/archives/354

1 Like