Hello, Unreal community!
I am looking for a way to procedurally create an Animation Blueprint in C++. By that, I mean manipulating bones of a Skeleton by using arrays of bone names/translations/rotations that I get from a C++ class . To give some context, that class gets MoCap data coming in from TCP.
More specifically, I need to
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Create variables in the Animation Instance - floats, vectors, rotators
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Create an entire Anim Graph with code - getting an Animation Pose, creating Modify Bone nodes, applying the translation/rotations to the corresponding nodes, outputting that to Final Pose
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Assign values from my C++ TArrays to the procedurally generated Animation Instance variables
I found this Wiki entry from the knowledgeable Rama, which helped me understand how to extend the AnimBlueprint.h, but the process in step 2 is still a mystery.
I would appreciate any help with this. Best regards