x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Office Holiday

Epic Games' offices will be on holiday from June 22nd to July 7th. During this period support will be limited. Our offices will reopen on Monday, July 8th. 

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.

Product Version: Not Selected
Tags:
more ▼

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

avatar image

gabrielle
21 2 10 8

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

Hello,

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.

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

0 answers: sort voted first
Be the first one to answer this question
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question