I dont know if theres a thread that already gave the answer. But believe me, Ive searched a lot and I dont know why I cant make a REFERENCE TO ANIMATION BLUEPRINT.
If you think you could help me, please provide your reply.
Here’s the problem in details:
I have an Actor Blueprint and want to get some data from an Animation Blueprint
In my Actor Blueprint, I use a Cast To node. (In this case Cast to Char_ABP)
The node appears with object grayed out [see image]; so I cant get a context sensitive wire from there.
But ok. I call an Get Anim Instance node and plug that in the object. I compile and get an error that I need a target for the Get Anim Instance. Fair Enough.
For the target I know that I need the Skeletal Mesh Component. But if I drag a wire from object, I cant find the skeletal mesh component.
How can I reference my Animation BP? What Im missing?
PS. I compiled everything, saved all, restarted the editor, even tried to drag the AnimationBP from content browser to the Actor Blueprint.
Nothing solves.
You need to ensure your Actor has the SkeletalMeshComponent. You can simply drag and drop it into the blueprint editor. This way, the component does not need a “Target” input. As for the max number of Character in game really depends on your setting. Epic’s got about 300 in the game Paragon. Is there something specific that you think is causing your performance? I know Behavior Tree for AI cause a lot of performance if all your things are in Blueprint and you have a large tree.
Thanks for your answer.
Yes. My AnimationBlueprint have a Skeletal Mesh.
But first, theres no components list in the animation blueprint editor.
I can only add a component if I drag my animantion blueprint to the scene, and then select the char in the scene and in the details panel I can acess a components list.
As for the drag suggestion, please have a look at the image.
I cant even drag a variable from the animation blueprint to another blueprint!