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Set Multiple Bones Scale


Sets the scale of multiple bones at once

InputsTypeInfo
TargetEasyMorphComponent Reference
BoneNamesArray of NameThe Names of all the Bones we want to modify.
BoneScalesArray of VectorThe new Scales all the Bone should have (in Component Space)

warning

Both Arrays need to be in the same order, so the first vector in the BoneScales array needs to correspond to the first name in the BoneNames Array.
Internally everything is handled with maps, but Unreal Engine does currently not allow automatic replication of Maps, so this is a (Blueprint specific) work-around.

Replication

This function also comes in 3 replicated variants:

  • Set Multiple Bones Scale Multicast
  • Set Multiple Bones Scale On Client
  • Set Multiple Bones Scale Server Command

Generally, you would want the server to execute the Set Multiple Bones Scale Multicast Node. The logic behind how this call is made is up to your game design. We also provide an "On Client" and a "Server Command" variant for ease of use.
The "On Client" variant sets the Scale of multiple Bones only on the owning Client. The "Server Command" variant is a quick way to have any player set the Scale of multiple Bones on their Character (through a key input as an example). However, there is no additional server-side logic to check whether the player is allowed to Morph or anything. The Server Command does a plain rerouting of the Set Multiple Bones Scale to all Clients.

In short, build your own Server logic and then call the Multicast variant from the Server as a Best Practice.