Open GGzhangBOY opened 4 years ago
Hey GGzhangBOY...
Try adding your skeletal mesh actor as an object target to SetRelativeLocation and you may have better luck. Let me know how it goes - I have animated meshes that work just fine in ARCore and can manipulate them with Blueprints to different animations - it should work.
Hey GGzhangBOY...
Try adding your skeletal mesh actor as an object target to SetRelativeLocation and you may have better luck. Let me know how it goes - I have animated meshes that work just fine in ARCore and can manipulate them with Blueprints to different animations - it should work.
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Thanks for your reply, I try to add my skeletal mesh actor to SetRelativeLocation but the animated actor still doesn't show up, the strange thing is that it works fine for my static mesh actor. By the way, what's the version of your ARCore plugin, for me it's 1.6
This is my level blueprint
And this is the actor blueprint
My version is 1.7 (in earlier comments I made in github you'll see that the plugin doesn't necessarily follow the ARCore version...), however 1.6 this should work. I think we both took part our code from the Augmented Images (PictureFrame) code. So it should work. Does it animate elsewhere? I do have teleport checked, but I don't think that makes a huge amount of difference. You should see your Skeletal Mesh in the Viewport tab too - verify this.
Thanks for your reply, I managed to make it work by upgrading the plugin to version 1.7, but when the model is load, the position of it is significantly above the marker, wandering is there any way to solve this?
Interesting about 1.6. Try making the initial location 0,0,0 - it should be in the center of the image. Adjust when necessary from this point. I have noticed some idle character animations are above where they should be sometimes too and adjustments need to be made.
OK, I will try to figure out later, thank you very much for your kind help😄
Sure! If you figure out how to make a character run/walk from one place to another with animation but kept tied into an "anchor" image in ARCore with UE4, I'd be very much interested as well. For right now, I have an idle animation and calculated eye blinks, which is a good character starter, but needs work as well. Best of luck!
The scripts works fine when I trying to load a static mesh but when I switch to a skeletal mesh actor with animation, the actor just not load after recognized the target image.