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Skeletalmesh bone rotation to UV coordinates

Hello everyone, I'm a bit over my head with the current task I have in a project I'm currently working on. I need to find a way to make a rig from Maya affect the uv coordinates for our 2D eyes on a 3D model in unreal. Trying to create a synced workflow, but i'm not all too familiar with this process yet. Currently; I have a bone's rotation driving the U and V coordinates of a texture - with the transform function outputted as a polyMoveUV within Maya. Then the mesh is skinned to a parented bone so it can be apart of the overall skeleton. It works fine within Maya, but getting it to work within UE4 with the same thought process has been difficult. I read about creating Dynamic Material Instances and went down that route so I could find a way to get the rotation value of the named bone and break the roll and pitch values as a vector 2 to input back into my parameter in the material, but it would seem I'm not quite doing things the proper way. I would love some help on this if anyone is willing to point me in the right direction. :) Here are some screen shots to show my progress. https://youtu.be/V81viYKzKfE

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asked Jun 04 '18 at 04:00 PM in Blueprint Scripting

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