drkane
(drkane)
1
Hello!
Please, help me figure out:
How to create animation curve in plugin module, which only works in the editor? I just need to create it and assign a name. No need to configure.
For example, create animation curve by editor toolbar button click
Is there such an opportunity?
drkane
(drkane)
2
I found a solution to my problem.
In StartupModule() I get mannequin skeleton
TArray<UObject*> skeletons;
EngineUtils::FindOrLoadAssetsByPath(TEXT("/Game/Mannequin/Character/Mesh"), skeletons, EngineUtils::ATL_Regular);
for (auto asset : skeletons)
{
USkeleton* temp = Cast<USkeleton>(asset);
if (temp != nullptr)
{
Skeleton = temp;
break;
}
}
and then a call in function
FSmartName CurveName;
if (Skeleton->AddSmartNameAndModify(USkeleton::AnimCurveMappingName, FName(*CurveNewName.ToString()), CurveName))
{
UE_LOG(MyLog, Warning, TEXT("Create Animation Curve successfull!"));
}