I am trying to figure out a way to make a simple animation driven by blueprints.
I have a compass model and the dial should always rotates to point north. The blueprint code to do that is already set up and working with an arrow component.
Now I want to make this happen with the actual compass model.
I am porting this project from Unity. In Unity I exported the FBX and inside it was each subobject with it’s own pivot as set up in Maya. It seems I cannot use this same workflow in unreal because a static mesh actor cannot contain subobjects? The pivot of each subobject is essential for correct rotations.
I tried importing the fbx without the mesh combined, but each actor then does not maintain it’s own custom pivot, they all take pivot of the group object in Maya.
It seems the only option then is to setup a rig. So I’ve done that, thinking I could just get the rotation of the bones and plug that into the script. But it seems I can’t access bone properties in blueprints? Will I have to setup variables in blueprints and use these to drive behavior over in anim graph?
I am just trying to keep this as simple as possible since I am new to coding and unreal. Any advice is appreciated. I can figure out the details, but if somebody can point me towards the best workflow that would be a big help. THanks.
For reference, here is the model. Note that the selected subobject (the rotatinng dial) has its pivot set in it’s center. Thus, the static mesh could rotate by itself from there, but I also have the associated bone in the same spot.