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How can I move bones in C++?

I'm trying to add some simple procedural animation to my game (i.e. candle flames flickering slightly in different directions)

I've inherited a C++ class from UPoseableMeshComponent (which itself inherits from USkinnedMeshComponent)

In my TickComponent() method, I move the bones like so:

 // Calculate the local bone translation at the current time
 FVector currentLocation = doFancyPantsBoneMovementCalculation();
 
 // Update the transform of the bone
 this->BoneSpaceTransforms[knownAndCorrectBoneIndex].SetTranslation(currentLocation);
 
 // This is called by UPoseableMeshComponent::SetBoneTransformByName() whenever it
 // updates the BoneSpaceTransforms, so we do it, too
 MarkRenderDynamicDataDirty();

But nothing moves in the scene. I've added UE_LOG statements to verify it's ticking and updating the bones and I've also tried going through UPoseableMeshComponent::SetBoneLocationByName().

What could I be doing wrong?

Product Version: UE 4.13
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asked Oct 13 '16 at 09:24 AM in C++ Programming

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cygon
6 1 3 8

avatar image cygon Oct 13 '16 at 11:37 AM

This Blueprint-only version appears to work, so I am most likely only doing something wrong

Changing Pose via Blueprint

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