I have an issue using ‘Transform (Modify) Bone’ under the animation blueprint for a skeletal mesh. I only require rotation to reflect changes in a single variable. However, no matter what values are passed to the skeletal control no change occurs in the selected bone’s transform. This pic describes my setup:
The mesh is used as part of a ‘Wheeled vehicle’ character controller though I’m not certain that it’s causing any overwrite. Ive tested the following, which effected no change:
-Making sure the bone is not set as a wheel for the vehicle
-Changing the physics between ‘default’ and ‘kinematic’ or removing collision bodies entirely
-Importing a copy of the .FBX for a basic test and building a bare animation blueprint, not tied to a character blueprint
The solution to this post may suggest where the problem lies, however I have tested removing all physics from the bone. Unless the OP was referring to something else when he removed a ‘body instance’ from his setup.
The same issue has been encountered in the following post, however the workaround of triggering a prefab animation won’t solve my issue, as I need the transform to react to changing variables.
Currently using 4.7 preview 8 if it makes any difference.
Thanks anyone who has an input on this.