Hello everyone!
I have recently started learning UE4 and I have banged my head against a problem I can’t seem to fix: I would like to control the rotation of a skeletal node using a variable updated using the Event Graph.
I have read all the answers I could find to this problem, such as [Transform/rotate bones in animation blueprint - Skeletal controls not working][1], but even though I managed to change the rotation mode to “BMM Replace” the skeleton does not change.
However if I run the preview the preview persona does not show any change. I have also tried by using a “static” animation (i.e. without any frame) but even in that case there is no rotation.
I might have done something wrong during the skeleton/mesh setup, since if I try to apply the same rotation to the Third Person example the rotation works fine, but I am lost as I do not understand where could be the problem.
Have you altered the mesh in the image in any way? You say it works on the third person example and the skeleton/mesh you are using in the image seems to be the third person character so i am wondering what your setup is or what you may have changed.
I just took the Skeleton and the Skeletal mesh from the ThirdPersonView example, C++ version, and applied it to a new Pawn.
After that I have created an Animation Graph and attached it.
I do not have time now to do it from scratch but I will show you the procedure I have followed as soon as possible.
Sorry for taking so long. Here you go, these should be the resources I am using for the project.
I have removed the map as it was more tha 25MB, so I couldn’t have uploaded it.
Just a quick update: I have tried to create a new pawn from scratch but it still does not work.
There is something that really bothers me: I cannot change the rotation even if I input the rotation value directly into the node. If I try to use the graphical editor in the Anim Graph view the viewport shows some changes in the graphical helper (the three circles to edit rotation), but this does not lead to any change in the mesh. It’s like it is completely ignoring every input value.
Could it be that I have started the project as a C++ project and I have to bind some variables to the pawn?