[Question] Drive two SkelMeshComponents in one SkelMeshActor BP

I have a SkeletalMeshActor BP and another SkeletalMeshComponent, both with same skeletal mesh assigned in one BP. When I now put BP actor into matinee and play an animation via anim track, only root skelmesh animates. How can I drive second skelmesh in BP animate along, to whatever animation I trigger in matinee?

Hi Christian,

I would recommend using Master/Slave Pose component system. In ConstructionScript you can add a Set Master Pose Component node, then specify one component to be slave of other, and master drives all animations and physics.

I hope this helps,

Cheers

I can’t get it to work. Could you give a simple example of how a setup would look like, thanks!

I created a SkeletalMesh Blueprint. I assigned a SkeletalMesh to default component, and added a second SkeletalMesh Component which used same Skeleton as first. Then I set up following in ConstructionScript:

masterpose.jpg

I added Blueprint to level. Opened Matinee and added it to Matinee in a new empty group, and gave it an Anim control track and assigned animation sequence to it.

When I play Matinee in level, both SkeletalMesh components are playing same animation.

That’s strange, I did same steps as you, but every time I try to plug my cyborg ninja cloaked skelmesh into target it gives me following error:

Is a skelmesh actor different from a skelmesh component?

Yes, actors and components are different. You can read some about it in documentation:
https://rocket.unrealengine.com/docs/ue4/INT/Gameplay/Programming/Components/index.html

issue here is that Master Pose node you have placed is looking for a target actor. To get correct type, drag off your your Slave SkelMesh Component and search for ‘Master Pose’ node. This will add node that accepts Component type.

Hopefully this resolves issues for you.

Do you set this in construction script of character ?

I can’t get this to work at all :frowning:

ah man, THIS FRIGGIN ROCKS!
Now I just need to script it.

Hey w_jones,

This is an old Archive post from our beta users, put here for reference, and it may not contain most up-to-date information. You will get best response for this if you ask a question in a new post in Using UE4 section.