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

[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 :)

asked 4 years ago2 views
9 Answers
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Accepted Answer

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?

answered 4 years ago
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Hey @REDACTEDUSER

answered 4 years ago
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Thank you Amonster_LMBR. I hope it possible in this version of Lumberyard :)

answered 4 years ago
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Hi Amonster_LMBR, you have any news ?

answered 4 years ago
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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 :(

answered 4 years ago
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Hi, @REDACTEDUSER

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

answered 4 years ago
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Super :) I will wait.

answered 4 years ago
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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.

answered 4 years ago
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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!

answered 4 years ago

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