[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 :)

已提問 6 年前檢視次數 191 次
9 個答案
0
已接受的答案

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?

已回答 6 年前
0

Hey @REDACTEDUSER

已回答 6 年前
0

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

已回答 6 年前
0

Hi Amonster_LMBR, you have any news ?

已回答 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 :(

已回答 6 年前
0

Hi, @REDACTEDUSER

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

已回答 6 年前
0

Super :) I will wait.

已回答 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.

已回答 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!

已回答 6 年前

此貼文已關閉:已停用新增新答案、評論和投票功能。