I'm solving ragdoll replication and, I guess there's no exist clear solution for this problem So i decided figure it out myself.
However I don't know how to transform specfied bone in runtime.
I assume the way of transform bone is using animation assets or blueprint but, It's feels not right.
What i trying to do is replicate all bone transform while doing physics(Ragdolling) but i stucked how transforming bone.
Is there any way to transform bone in c++??
I assume the question isn't how to replicate data (and that you figured out how to do that), but how to parse and apply it.
Once you get the replicated data (likely all bones as a name, and corresponding transforms) over the network, you can use the
Transform (modify) bone
node in Animation Blueprints.Link: https://docs.unrealengine.com/5.0/en-US/animation-blueprint-transform-bone-in-unreal-engine/