I’m trying to get the location of a socket in a PlayerController.
I figured I would have to get the USkeletalMeshComponent of the character but I didn’t have much luck with this.
Here is my current solution:
ACharacter* const character = Cast<ACharacter>(GetPawn());
if(character)
{
// Code crashes on this line
USkeletalMeshComponent* skeletalMesh = Cast<USkeletalMeshComponent>(character->FindComponentByClass(TSubclassOf<USkeletalMeshComponent>()));
if(skeletalMesh)
{
FVector start = skeletalMesh->GetSocketLocation("root");
}
}
What’s the proper way to do this?