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ComputeSkinnedPositions returning 0 all vertices?

Hi! I have a character model that combines a skeleton with a blendshape rig on the face. But I'm currently trying to see the current positions of the face vertices on a specific moment, but it just returns 0 for all the values???? As I'm implementing this as a blueprint, I'm passing it a USkeletalMeshComponent* faceModel and then finding the positions of the vertices using:

 TArray<FVector> Locations;
 faceModel->ComputeSkinnedPositions(Locations);

Actually, this works if it is only the blendshape model/morph targets without the body (skeletal) rig. But the moment I have everything together, ComputeSkinnedPositions just returns 0 on all the values.... Dx

Does anyone have any tip? Many thanks! Cheers

Product Version: UE 4.18
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asked Sep 04 '18 at 07:55 AM in C++ Programming

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Wachrno
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After way too many hours... managed to get the answer... If I use GetSkinnedVertexPosition it works,

 faceModel->GetSkinnedVertexPosition(int vtxIdx) 

Not quite sure why ComputeSkinnedPositions, so if someone knows why... I'd still like to know. But for now this is the answer I got to!

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answered Sep 04 '18 at 04:08 PM

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Wachrno
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