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  • [UE4] SpineBoneFollower component only accepting map actors

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I'm trying to implement a SpineBoneFollower in a UE4 project, but I can't seem to set the Target. First off, when I select the Target dropdown, it only shows me map objects (nothing in the actor). Then, if I select an actor in my map, it comes up with the error and doesn't select anything:

LogProperty: Warning: Illegal TEXT reference to a private object in external package (Actor /Game/Map/mikemap.mikemap:PersistentLevel.SwordArrow) from referencer (SpineBoneFollowerComponent /Game/Character/SpineCharacterBase.SpineCharacterBase_C:SpineBoneFollower_GEN_VARIABLE).  Import failed...
LogProperty: Warning: Illegal TEXT reference to a private object in external package (Actor /Game/Map/mikemap.mikemap:PersistentLevel.SwordArrow) from referencer (SpineBoneFollowerComponent /Engine/Transient.World_0:PersistentLevel.SpineCharacterBase_C_0.SpineBoneFollower).  Import failed...

What's the correct way of using a SpineBoneFollower? My intent is to have dynamic swappable weapons on a character, but to have the weapons loaded separately and not through the spine editor.

I'll keep messing with it to see if I can't find the answer as well...


I've been able to duplicate the functionality in blueprints with local actor components:

The source of the follower component looks simple enough. Maybe I'll take a crack at it later.

When I use SetFlipX() on the SpineAnimation, the Y and Z of the rotation vector invert from +,- to -,+ on the bone's world transform.

SpineAnimation->SetFlipX(true);

This caused my sword to turn upside down:

So instead I manually flip the SpineAnimation component's relative rotation on my actor.

SpineRenderer->SetRelativeRotation(FRotator(0.0f, -180.0f, 0.0f));

Now the "sword" (an arrow component) is properly oriented:

I might make my own bone follow component that takes local scene components instead of actors from the map.

:yes:


Update: One drawback to my method is that the z-ordering of my added weapon isn't preserved in relation to the character when the character rotates.... I'm still working on that part: then I'll post pics!