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How should I use FReferenceSkeleton.UpdateRefPoseTransform

Hi everyone,

I'm trying to apply a translation to the bones of my skeleton by updating the reference pose. I have a TMap between bone name and a vector to add to the bone location.

I've tried to iterate over my map, get the corresponding bone index in mySkeletalMeshComponent->SkeletalMesh->Skeleton->GetReferenceSkeleton() and run ReferenceSkeleton.UpdateRefPoseTransform with the right index and a transform I've calculated. I've put all this in a function visible from blueprints, and tried to call it from the blueprint owning my skeletal mesh on event begin play => it does nothing. I've tried then to call it from the anim blue print on event initialize Animation => it does nothing.

What am I missing here? I suppose I'm not using it right or maybe I shouldn't even use it for my purpose but it seemed wonderfully convenient at the time :-)

My finale goal is to apply these translations to a number of bones of my skeleton when I start playing (and at all times).

Thanks for help or tips on that matter.

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asked Aug 04 '14 at 10:59 PM in C++ Programming

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avatar image Deus0 Feb 03 '15 at 08:39 AM

Did you ever work this out? I am also trying to do this.

avatar image gabrielle Feb 03 '15 at 04:58 PM


I'm not sure I will be of much help here since I finally gave up this. But I can tell you how I ended up to achieve something similar : I created my own AnimInstance class and overrode the EvaluationAnimation function : here after calling the parent class EvaluationAnimation function, I created a FAnimNode_ModifyBone (same thing as a Transform (Modify) Bone node in the anim blueprint HMI) for all the bones I wanted to translate and applied them.

Hope it helps.

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