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As a Unreal Engine user
, I want to constraint ik bones during import of fbx animation sequences and virtual bones as well if they exist
, so that I do not have to think about if the bones are constrainted or how to do it in a 3d animation software like Cascadur, Maya, Blender ...
As a Unreal Engine user
, I want to constraint ik bones during import of fbx animation sequences and virtual bones as well if they exist
, so that I do not have to think about if the bones are constrainted or how to do it in a 3d animation software like Cascadur, Maya, Blender ...
Additional context
Callbacks can be registered via the UImportSubsystem of the Unreal Engine Editor, https://docs.unrealengine.com/4.27/en-US/API/Editor/UnrealEd/FEditorDelegates/OnAssetPostImport/
GEditor->GetEditorSubsystem<UImportSubsystem>()->OnAssetPostImport.AddRaw(this, &<yourClass>::<yourMethod>);
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