• Runtimes
  • [UE4] Get Bone World Transform Not Updating With Animatio

Hello. I'm trying to get a Bone's World Location to attach an actor to it. I was following the blueprint from a post on this forum:
( SpineBoneFollower Component Only Accepting Map Actors )

For some reason, the location only seems to update based on a starting point. If I run around the level, the numbers will change, but they seem based only on the original location of the bone. If I hold still, they don't react at all to the idle animation. I would think the numbers would change with the slight movements of my character.

When running left and right, the X value is the only number that changes, even though the bone is bouncing up and down. Attached is a screenshot of my Blueprint. Any help is greatly appreciated.

-Ben

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6 gün sonra

Sorry for the late reply! Are the y and z values 0 perhaps? Then I would guess that the information is lost (cast to a float value and back to a vector) along the way of the two nodes following the Break Transform until it reaches the Print String node.

7 gün sonra

Hi Harald,

Thanks for your reply and I apologize for how long it took for me to respond. Breaking apart the vector helped in updating the Z-Axis, but it still seems to updating only in relation to the starting point. For testing purposes, I set the bone to reference as the Head. The result stays at 781 no matter what animation is playing.

I have attached an animated gif for review. Even though the head is bobbing up and down during the run animation, the result doesn't change. It only seems to change when I jump.

Any help is greatly appreciated.

Animated Gif

No need to apologize. Thanks for the additional information. Unfortunately I still could not reproduce the problem you are having.

Did you test with another bone name? Are you sure that the bone name is the right one (it sounds silly though, I don't assume that the hip was named "head")?

If the problem persists: could you please send us a minimal UE4 project that still shows the issue? You can send it as a zip package to contact@esotericsoftware.com, please only include the relevant directories such as the Content, Source and the Plugins directory and others that contain required assets.