Hello everybody !
I’m trying to use an animBP on a multi mesh actor with sequencer (through a slot named defaultSlot).
There are 4 meshes in my actor and they all use the same skeleton and the same animBP.
In the BP viewport, every things are fine.
The 4 parts of my actor use the same animBP, of course.
The default animation I set in the animBP is playing normally with the 4 meshes and there respective child components (neofur).
The problem appears when I set a custom animation in the “defaultSlot” slot.
The animation is set normally for the parent mesh (Louve_body) but is ignored by the 3 child meshes (and obviously, by there respective child…).
The 3 other mesh stop playing the default animation either… They return to the ref pose, as they have no animation to play at all.
I manage to play the animation on every part of my actor by setting the them to use animsequence and by setting this animSequence on each part with the sequencer… But I have some more complex actor and I really wish to use the animBP for them.
What did I do the wrong way ?
I try different hierarchy inside the actor…
BTW, how do I change a slot name in animBP ?
I manage to get it to works by setting my custom animation to each part separately in sequencer !
But it’s very inefficient. I alter the playrate of animations in sequencer, I think about using additional animations…
If I have to set all this 4 times (more with other actors…), it’s… unpleasant
So my question changes a bit :
Is there a way to drive every parts of a multi meshes actor in one instruction in sequencer ?
Maybe something like we had in UDK in witch we can assign several meshes to the very same (and only) skeleton and drive each part by driving only this skeleton.