Transform/rotate bones in animation blueprint - Skeletal controls not working

An Onoma
Sat, 21 Feb 2015 13:50:58 +0000
Character & Animation

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.

Epic Developer Community Forums – 1 May 14

How can I rotate a bone using Skeletal Controls?

So I’ve got an Animation Blueprint that has a Transform Bone SkelControl that controls a turret bone for a tank. I’ve created a custom C++ class called UTankAnimInstance that has a single property for the turret rotation. Here is my blueprint graph:...

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.

Epic Developer Community Forums – 7 Jul 14

Move bone with body

If I have defined a collision body on physics assets of skeletal vehicle, I can move skeletal bones with Transform(modifi) bone on Animgraph blueprint. If I delete body of this bone in physics assets I can move bone. I think that is not a problem...

Currently using 4.7 preview 8 if it makes any difference.
Thanks anyone who has an input on this.

8 posts - 6 participants