[1.12.0.1] EMotionFX Create ActorComponent from C++ and attach *.actor file?

0

Hi, i try create ActorComponent in game from c++. For create actor i am use

entity->CreateComponent("{BDC97E7F-A054-448B-A26F-EA2B5D78E377}"); // ActorComponent UUID

But how i can add *.actor file to him ?

In ActorComponent i found LmbrCentral::MeshComponentRequestBus::Handler but SetMesh() is not worked (override without do anything). Have a way on this moment create EMotionFX ActorComponent from c++ in game ? Any help will be nice :)

質問済み 6年前191ビュー
9回答
0
承認された回答

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?

回答済み 6年前
0

Hey @REDACTEDUSER

回答済み 6年前
0

Thank you Amonster_LMBR. I hope it possible in this version of Lumberyard :)

回答済み 6年前
0

Hi Amonster_LMBR, you have any news ?

回答済み 6年前
0

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 :(

回答済み 6年前
0

Hi, @REDACTEDUSER

I'll be looking into this and hopefully get back soon with some code samples :)

回答済み 6年前
0

Super :) I will wait.

回答済み 6年前
0

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.

回答済み 6年前
0

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!

回答済み 6年前

この投稿はクローズされています。新しい回答、コメント、投票の追加はできません。

関連するコンテンツ