Rotate bone in blueprint (in his bone-space)
I wanna rotate a single bone in my posable mesh component (for some reason, it seems not possible in a skeletal mesh component). It works fine in the editor when using local-space, even if the bone is not aligned with one of the world-axis.
The strange thing: When I try to replicate that with Blueprint, the rotation can only be handled in world-space (wrong), component-space (wrong) but I simply can't choose bone-space/local-space:
Does that mean, it's not possible to rotate a bone which is tilted in any way along his own axis without using a AnimBlueprint?
If you want to rotate any given bone in any given skeletal mesh then you probably want to do it inside the animation blueprint. For a good reference, look up how bone transforms are used to handle aim offsets or head-turning. This is the node you would be using: Transform Bone. I'm surprised this has been sitting unanswered for so long.
answered Nov 26 '16 at 09:23 PM
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