I have an animation blueprint which drives bones for muscles and other supporting bones at runtime, while the base skeleton consists of very few bones.
I would like to apply the normal animation with state machines/blendspaces whatever to that base part of the skeleton, then run physics simulation and after that solve the muscle, support bones and morph targets (The pose after physics can be quite different and then everything looks off).
I couldn’t find any way to run a blueprint after the physics, I tried using the new Rigid Body Node in the anim blueprint but couldn’t figure out how to apply a physical animation profile which makes it not suitable (I could barely find any documentation for it, so maybe I just couldn’t figure out how to set a profile). The other option i could think of, which I didn’t try yet, would be to take a pose snapshot and live with a one or two frame delay. But I would prefer to have the full physics simulation and just use an animation blueprint after it is finished.
Any help would be appreciated.