Skeletal Mesh Components are a hell to work with if you want to bind Delegates and such before the animation initializes.
Because no matter what you do, the Animation is initialized AND TICKS before PostInitializeComponents is called (The Function of choice when you want to interconnect Components, similar to Unity's "Awake()")
And if that's not enough, it also differs between ACharacter and APawn (SkeletalMeshComponent is added via Blueprint Editor)
Here is a Screenshot of ACharacter derived:

And here is a Screenshot of APawn

In the latter case it's even more confusing, since the Animation is even UPDATED before the SkeletalMesh is even Activated
Valve Epic, pls fix.
Because no matter what you do, the Animation is initialized AND TICKS before PostInitializeComponents is called (The Function of choice when you want to interconnect Components, similar to Unity's "Awake()")
And if that's not enough, it also differs between ACharacter and APawn (SkeletalMeshComponent is added via Blueprint Editor)
Here is a Screenshot of ACharacter derived:
And here is a Screenshot of APawn
In the latter case it's even more confusing, since the Animation is even UPDATED before the SkeletalMesh is even Activated
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