Hello,
Looking for help on creating a spline at runtime from a skeletal mesh vertices selection.
So I have an animated character (skeletal mesh), I have a button to freeze the time within a second.
From this paused skeletal mesh I would like to generate a spline based on some vertices id.
From what I found so far, you can’t access the vertices positions of a skeletal mesh because it’s stored on the gpu.
So I thought it would be an option to then convert my skeletal mesh to a static mesh.
And from this static mesh get the positions of a predifined vertex list based on their ids. Then I can delete the static mesh.
Finally, from this array of positions, generate a spline with one point for each vertex postion.
Now I have 2 questions:
- how to convert a skeletal mesh to a static mesh at run time. It can be performance expensive it doesn’t matter as my game is paused at this time (global time dilation set to 0)
- how do I get the vertices positions of the vertex (for instance) 12, 13, 14 and 15 of my newly created static mesh? Struggling on getting id based positions.
Ideally I m looking for blueprint solutions but if c++ is the only way I’m happy to give it a try.
Many thanks.