Hi;
In my Actor class, I get the skel-mesh from my contents, using this code:
static ConstructorHelpers::FObjectFinder<USkeletalMesh> Mesh**1**(TEXT("SkeletalMesh'/Game/Models/Pickups/SkeletalMesh/[COLOR=#daa520]Mesh1.Adze_Hammer_Head'[/COLOR]"));
Then I assigned it to the SkeletalMeshComponent:
TheSkeletalMeshComponent->SetSkeletalMesh(Mesh**1**.Object);
Now, I want add more *SkeletalMeshComponents *and switch between them in Run-Time.
Something like this :
AInv_Melee::AInv_Melee()
{
PrimaryActorTick.bCanEverTick = true;
TheSkeletalMeshComponent = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("My Skeletal Mesh Component"));
static ConstructorHelpers::FObjectFinder<USkeletalMesh> Mesh**1**(TEXT("SkeletalMesh'/Game/Models/Pickups/SkeletalMesh/Mesh1.Adze_Hammer_Head'"));
static ConstructorHelpers::FObjectFinder<USkeletalMesh> Mesh**2**(TEXT("SkeletalMesh'/Game/Models/Pickups/SkeletalMesh/Mesh2.Adze_Hammer_Head'"));
}
void AInv_Melee::NextMesh()
{
if (!bSwitch)
{
TheSkeletalMeshComponent->SetSkeletalMesh(Mesh**1**.Object);
}
else
{
TheSkeletalMeshComponent->SetSkeletalMesh(Mesh**2**.Object);
}
}
But I can not use Mesh1 or Mesh2 variables in other functions.
To access these variables , I declare them in header file , but it doesn’t work and makes errors…
How could I assign several Skel-Mesh and switch between them in run-time?
Thanks for helping
MSD.