Runtime Clone Animation Instance ( Blueprint )
Hi guys !
I have a skeletal mesh with animations, and an animation blueprint.
On runtime i want to duplicate the blueprint ( copy the full state of the animations ) and set it on an other actor ( same mesh )
i don't want to use master pose because the source can be destroyed and the blueprint need go out of sync from the source
Any idea how to do that ?
asked Jul 17 '17 at 02:55 PM in C++ Programming
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