My character has several limbs, each with their own skeletal mesh and running from the same anim logic. I have an actor that creates a poseable mesh for each one with the logic (Set Skinned Asset And Update to Copy Pose From Skeletal Mesh). Running this for 6 parts at begin play is no issue, but trying to have it run at runtime, with delay, timer event or just plain tick, causes UE to crash. Am I trying to do something that isnt possible or is there other nodes I need to use? (functionally it works as intended, the posed mesh appears and copys the pose, until it crashes on tick)
My goal with this is to have a copied pose of my character so that I can make a bigger version of them running behing them with a different material as well. The material, scale, etc all works, but again, it crashes at runtime.
It only crashes when doing this for each part of the character, if I only did the poseable mesh for one part, then it doesnt crash. I tested with two and it crashes, so it seems how I blueprinted it or the logic of poseable meshes doesnt work for multiples of them.