How to replace Skeletal Mesh actors with BP Actors while maintaining skeletal Animation in Sequencer?
We have a scene with 80+ identical skeletal meshes with animations in sequencer. Due to workflow mistakes now we need to update all those actors to blueprint versons of them (It's same skeletal mesh with some added components) I know how to find all needed actors, copy transforms and replace them with BP versions.
My main question is how to add new BP actors to sequencer and set their skeletal mesh component animation to the same animation as original skeletal mesh actors, and not do it by hand.
I've been digging around and found "Add Binding" node that targets sequencer and can rebind Actor track to another actor, but it doesn't have any blueprint inputs so I can't run "for Each" loop, or automate it in any way. Probably there is another solution to this problem?
Thanks in advance!
asked Dec 27 '17 at 12:50 PM in Blueprint Scripting
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