We need to add some precise data to animation sequences based on the character’s animation. For now, we are using only skeletal meshes for the preview (one main skeletal mesh with additional meshes), but our character is built from different assets such as skeletal meshes, cloth assets, groom assets, all within a single actor blueprint. Because some elements are missing from the current preview, it’s difficult to be as precise as we would like.
We are trying to visualize our complete character, but it seems that the preview only accepts skeletal meshes.
Is there a way to use an actor blueprint instead of a skeletal mesh to preview animation sequences?
Unfortunately this isn’t currently supported, you can create PreviewMeshCollections, but that only allows you to generate further skeletal meshes to preview with and doesn’t support grooms. That said, cloth is supported assuming that the its the skeletal mesh cloth.
You would need to build your own “animation preview” asset to do this.