Make actor copy animation state of another?
I've made a water shield effect on my actor by using a second mesh with a tessellation material on it.
The problem is that when I play the scene, the animations are not in sync! I've tried a ton of things to make them work, but they always end up playing out of sync, so his idle/run/etc animation moves differently than the water mesh.
How can I set the water mesh to be at the same frame as the original animation? (Instead of just giving them the same AnimationBlueprint and crossing my fingers)
Note: I also need to use a 2nd inner mesh with custom depths for a proper fresnel shader, so this would help me out there also. :)
Hi there, here to necro this thread, because I had the same problem with secondary meshes that were used as Clothing and another one that needed to copy the AnimMontages:
In the construction script of your character, pull out a Set Master Pose Component node, connect the child mesh on target and the Parent on New Master Bone Component, and that should do the trick...
answered Aug 01 '17 at 06:53 PM
Unfortunately it seems that his delay isn't something that can be avoided when attempting to copy anything related to animation. Applying the animation blueprint to both of the meshes would be the best way to go about doing this without having the delay. I just attempted it in the ThirdPerson template with the default mannequin and didn't receive any delays or inconsistencies.
answered Oct 07 '15 at 06:48 PM
Finally found a solution, despite what everything seems to say, do not put the depth/2nd mesh parented to the first mesh.
This will never sync properly (unless the project is super basic like the 3rd person):
This will allow both mesh's animate in perfect sync if their anim values are the same (just parent them both to some other object, so they are beside each other):
Not sure if it's a bug with recent unreal releases, but simply not parenting one mesh to the other does the trick.
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