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Well guys I was giving a look at the tutorials that have UKX here i thought of LauQ but could not fleece i got discouraged, even more after I found the tutorial in another forum. Right things done as shown in the tutorial but toh having a problem that the bow that toh trying to catch the Animation and separated so she's not getting tah normal in hand she gets up. Here is a picture so you can see better.

I appreciate whoever can help me.

14shcgm.jpg

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Well guys I was giving a look at the tutorials that have UKX here i thought of LauQ but could not fleece i got discouraged, even more after I found the tutorial in another forum. Right things done as shown in the tutorial but toh having a problem that the bow that toh trying to catch the Animation and separated so she's not getting tah normal in hand she gets up. Here is a picture so you can see better.

I appreciate whoever can help me.

14shcgm.jpg

good friend is simple your problem, which happens is that you must move and fit to the axes xyz so that is seen well in the game only.
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CriticalError did what you said and yet he is not sure, i let go of his hand and was trying a npc and the same thing. and only one more question how do you care for the MeshAnimation with the SkeletalMesh?

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CriticalError did what you said and yet he is not sure, i let go of his hand and was trying a npc and the same thing. and only one more question how do you care for the MeshAnimation with the SkeletalMesh?

what is not sure man? with this you can rotate model don't know what you do exactly but for me work fine cya and gl
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I turned him to stay in shape as part of the bow by the hand up to it in 3d max and exporting obj and neither did the status and when it will not is not certain. = /

Ai hand dropped the bow and was trying to a npc so they need the animation of the NPC and MeshAnimation right? then how do I care what MeshAnimation to be together with the SkeletalMesh Archive

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