I created my character class and set the mesh & animation BP through C++.
MyCharacter.cpp
// skeletal mesh component //
SKMesh = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("SKMesh"));
SKMesh->SetupAttachment(RootComponent);
// get mesh & animation blueprint //
static ConstructorHelpers::FObjectFinder<USkeletalMesh>MeshAsset(TEXT("SkeletalMesh'/Game/Mannequin/Character/Mesh/SK_Mannequin.SK_Mannequin'"));
static ConstructorHelpers::FObjectFinder<UAnimBlueprint>AnimAsset(TEXT("AnimBlueprint'/Game/Animation/Anim_Player_BP.Anim_Player_BP'"));
// set mesh & animation //
if (MeshAsset.Object && AnimAsset.Object)
{
SKMesh->SetSkeletalMesh(MeshAsset.Object);
SKMesh->SetAnimInstanceClass(AnimAsset.Object->GeneratedClass);
}
// set mesh relative location & rotation //
SKMesh->RelativeLocation = FVector(0.0f, 0.0f, -86.0f);
SKMesh->RelativeRotation = FRotator(0.0f, -90.0f, 0.0f);
It compiles and works fine but IntelliSense is bothering me with a lot of pointer to incomplete class type is not allowed errors among a few others. If I include SkeletalMeshComponent.h most of them will go away with 1 persisting. Should I ignore the errors or are the component inclusions actually important?