[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 :)

feita há 6 anos191 visualizações
9 Respostas
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Resposta aceita

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?

respondido há 6 anos
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Hey @REDACTEDUSER

respondido há 6 anos
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Thank you Amonster_LMBR. I hope it possible in this version of Lumberyard :)

respondido há 6 anos
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Hi Amonster_LMBR, you have any news ?

respondido há 6 anos
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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 :(

respondido há 6 anos
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Hi, @REDACTEDUSER

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

respondido há 6 anos
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Super :) I will wait.

respondido há 6 anos
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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.

respondido há 6 anos
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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!

respondido há 6 anos

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