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How to rotate bone in C++?

So, how would I go about rotating a bone in a Skeletal mesh?

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asked May 24 '14 at 11:25 PM in C++ Programming

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noatom
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In this example above I am rotating a single bone from CPP which controls the creatures torso twist.

Custom Animation BP

Make a custom Anim BP class (AnimInstance.h)

Make custom c++ variables for each of your intended ways of manipulating bones

Make Skeletal Controller Nodes within your custom Animation Blueprint

Attach your custom cpp variables to the Animation BP Skel Controller nodes

now you have the interface for adjusting your skeleton in cpp, but being able to preview settings inside the editor for visual confirmation of whether you have the right axis/direction in mind.

Wiki Tutorials

https://wiki.unrealengine.com/Animation_Blueprint,_Set_Custom_Variables_Via_C%2B%2B

Anim BP Custom Logic via CPP

https://wiki.unrealengine.com/Animation_Blueprint,_Implement_Custom_C%2B%2B_Logic_Via_Tick_Updates

Rama

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answered May 25 '14 at 01:06 AM

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Rama
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avatar image TiagoLing Jul 27 '15 at 02:51 PM

How would you go about setting the "Torso rotation" in C++ code? I'm trying to do the same but the bone is acting weird when i move the actor.

avatar image ricco_igle Oct 15 '17 at 01:27 PM

@Rama I want to do this for all skeletal bones. Here I have realtime motion capture data from a custom made system which has 17 bones. I just want to implement these data in a skeletalmesh. As you have mentioned before do I need to create 17 "Transform(Modify) Bone" functions to do this? And how to get each bone reference to this function?

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