How should I use FReferenceSkeleton.UpdateRefPoseTransform
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.
asked Aug 04 '14 at 10:59 PM in C++ Programming
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