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Hi, @REDACTEDUSER
Unfortunately, there is no native way to set an ActorComponent's actor file at runtime. I've cut a ticket for the animation team to fix this issue.
As a workaround, if you're required to set the actor dynamically at runtime, would it be possible for you to instead create dynamic slices? What are you looking to set up?
Thank you Amonster_LMBR. I hope it possible in this version of Lumberyard :)
Hey there -- much apologies for the delays here. I'm still looking into this and have asked a few peers to assist on this. Hang tight and again, sorry for the delays :(
Hi, @REDACTEDUSER
I'll be looking into this and hopefully get back soon with some code samples :)
Hi gFunc, Thank you for answer. No i can't use slices, in my game i trying create fully customizable character: animation, skeleton, mesh and all what can will wish user. And this for all assets, ground (voxel terrain), build any structures. My goal, the game with full control for anything and all game assets are created by the players themselves.
It might help to mimic EditorActorComponent and how it treats m_actorAsset, but unfortunately, there's no nice way of doing this currently. I've added your particular situation to a new feature request. Thanks!
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