Open AchimTuran opened 2 years ago
CSkeletonReferencePose skeletonReferencePose(skeletalMesh->GetRefSkeleton());
const FTransform worldTransform = skeletonReferencePose.GetRefBonePose(newBone.ConstraintBone, CSkeletonReferencePose::EBonePoseSpaces::World);
skeletonReferencePose.SetBonePose(newBone.NewBoneName, worldTransform, CSkeletonReferencePose::EBonePoseSpaces::World);
FTransform newBoneTransform = skeletonReferencePose.GetRefBonePose(newBone.NewBoneName);
FReferenceSkeletonModifier referenceSkeletonModifier(skeletalMesh->GetRefSkeleton(), Skeleton);
referenceSkeletonModifier.UpdateRefPoseTransform(skeletalMesh->GetRefSkeleton().FindBoneIndex(newBone.NewBoneName), newBoneTransform);
As a user , I want to constraint unweighted bones for the reference pose in the skeleton asset , so that I can cleanly setup my characters without leaving the Unreal Engine editor.