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Export Frame by Frame Result of UAnimInstance


I still don't manage the different Animation terms, but I'll try to explain myself.

I need to save the result of what the Animation Instance feeds to the Skeletal Mesh, i.e. the position of the bones.

How can I do it?


Product Version: UE 4.16 Preview
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asked May 03 '17 at 06:13 PM in C++ Programming

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Bionic Ape
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You can capture a Pose Asset.

Or you can access the ComponentSpace Bone Transforms directly on the Skeletal mesh.

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answered May 03 '17 at 06:17 PM

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avatar image Bionic Ape May 03 '17 at 08:58 PM

Thanks for your reply.

I honestly don't know where to start.

I need to delay 1 frame the space bone transforms from one skeletal mesh to another.

So, I have a custom SkeletalMeshComponent and I extend RefreshBoneTransforms(). This need to copy the Bone Transforms so they can be read later.

I have a custom SkinnedMeshComponent that I also extend RefreshBoneTransforms(). This one needs to read the stored bone transforms and use them.

I don't think I need to use Pose Asset for this.

Thanks for your help

avatar image Bionic Ape May 05 '17 at 06:26 PM

You were right about the pose. I didn't use a pose asset but SnapshotPose

Here's my code:

 SnapshotPose(NewSnapshotPose);        PoseableComponent->BoneSpaceTransforms = OldSnapshotPose.LocalTransforms;
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