I'm trying to make a funtion to set weight of a certain morph target from my multipose morphnode to 1,so that i can control and animate those them ingame via Kismet
In my code i get a certain error,and i'm clueless why
If anyone knows a better and hopefully easier way to animate morphs ingame then please tell me
class MyPawn extends GamePawn;
var MorphNodeMultiPose Morphs;
simulated function PostBeginPlay()
* This function is called after the AnimTree is initialized.
* Any nodes that we want to control code, we should look up here.
simulated event PostInitAnimTree(SkeletalMeshComponent SkelComp)
super.PostInitAnimTree( SkelComp );
if (SkelComp == Mesh)
Morphs = MorphNodeMultiPose(Mesh.FindMorphNode('Morphs'));
exec function Blink()
Morphs.UpdateMorphTarget( Yoh_Eye_L , 1.0 );
P.S.: I ain't too good at coding