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

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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 :)

질문됨 6년 전191회 조회
9개 답변
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수락된 답변

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?

답변함 6년 전
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Hey @REDACTEDUSER

답변함 6년 전
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Thank you Amonster_LMBR. I hope it possible in this version of Lumberyard :)

답변함 6년 전
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Hi Amonster_LMBR, you have any news ?

답변함 6년 전
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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 :(

답변함 6년 전
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Hi, @REDACTEDUSER

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

답변함 6년 전
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Super :) I will wait.

답변함 6년 전
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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.

답변함 6년 전
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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!

답변함 6년 전

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