Hi there. I’m very new to UE. I’m currently working on a robotics simulator and have already set up the skeletal mesh, control rigs, and physics assets. The robot consists of multiple identical modules connected by joints. The robot’s movement is controlled by updating the angles of these joints. In essence, it functions like voxels/spheres connected to their neighbors via joints.
However, I’m currently stuck on figuring out how to set controls (such as the rotation of joints) during runtime. After reading through the animation tutorial, it seems that the Animation Blueprint may not be the best approach for my use case. From my understanding, the Animation Blueprint applies fixed movements to the joints (so fixed actions) rather than additive values, but I might have misinterpreted its functionalities.
Could you provide any ideas or suggestions on how to effectively control the joint rotations dynamically during runtime?