Morpheus Animated Skeleton Component
The Morpheus Animated Skeleton Component you to use skeletal mesh components and animation instances on render targets, automatically handling them in the crowd. This is a default component on M2M Character.
Usage
You should use the Morpheus Animated Skeleton Component (MASC) when you are using render targets that have skeletal mesh components. The MASC will allow you to keep the skeletal mesh transform consistent across lod0 and crowd levels, and allow your skeleton to be animated using anim instances in the crowd.
To use, you need to:
Add the MASC to your MorpheusActor class.
Implement the
IMorpheusAnimatedSkeletonInterface
on any render target classes that have skeletal mesh components and want to use this functionality. The default implementations for this interface will usually suffice. M2 CharacterBase implements a custom version of this interface, suitable for standard M2 characters.
To use the crowd animation functionality, you should also add a the M2M AnimVarComponent
to your MA.
Functionality
The MASC keeps a Skeletal Mesh Transform field (GetSkeletalMeshLocalTransform
) that is applied to lod0 and crowd representations of the render target. If the render target class is swapped for a MorpheusActor, this transform is set to the default (CDO) transform for the skeletal mesh.
Set the skeletal mesh transform for your MorpheusActor's render targets with SetSkeletalMeshRelativeTransform
. If you set the skeletal mesh transform on the lod0 render target actor directly, it will not get applied to the crowd. Note that the skeletal mesh transform field is not replicated, so you need to apply this across all clients.
To customise how the skeletal mesh transform is applied to your lod0 actor, or what the default transform for a new render target actor class should be, implement your own IMorpheusAnimatedSkeletonInterface
events.
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