Hello all,
I have a set of simple skeletal meshes which use physics which are all working perfect. When the player loads a save game I need to set the transforms for the bones before the game ticks any physics. I have managed to get the bone transforms for the save game and have used an animinstance to set a snapshot pose on the load game. The problem is the bones start in the default position and then flick to the correct location once the game has started. I am sure this is fine normally but in my instance it causes physics problems as the spawned skeletal meshes suddenly change their bone transforms.
I am looking for a way in blueprints or C++ to just set bone transforms once the skeletal mesh spawn has occurred.
Can this be done?
Thanks.