BP_RPM_Actor. These blueprints are examples of loading a Ready Player Me avatar from a URL at Runtime and spawning it into the map. To get started, let's take a look at the most simple way to add avatars into your application using the Ready Player Me Actor Component
BP_RPM_Componentblueprint, or add the component to an existing actor blueprint, you should see it show up in the Components hierarchy like this.
BP_RPM_Animationbut feel free to update this property as required. If nothing is set here, no blueprint will be assigned, and the avatar won't animate.
RunAvatarSetupfunction. As the name suggests, it handles the loading and setup of a Ready Me Avatar. When this function is called, it does a number of things in the background like:
OnSetupFaileddelegate function that you can use to display messages if RunAvatarSetup fails to complete.
BP_ReadyPlayerMeActorblueprint. Firstly, let's look at the first group of nodes connected to the
BeginPlaynode, as shown below.
OnSkeletalMeshLoadedreturns a skeletal mesh object that we can connect to our RPM Setup Skeleton helper function. We also need to connect in our Avatar Meta Data and Anim Blueprint Instance to ensure the skeleton gets set up correctly so that animations can be applied.