How would I go about creating a character creation screen within my game? I've been reading I need to use a modular character system. Could this be accomplished through blueprint? Can anyone offer advice? I'm making a multiplayer game with customizable player characters and we've hit a bit of a wall regarding this. I appreciate any insight anyone could offer
Announcement
Collapse
No announcement yet.
Character Creation System
Collapse
X
-
-
You may also be able to create some morph target functions, that will allow you more flexibility in customizing your skeletal meshes.
Here's a workflow created by Darthwilson in UDK, this may help you get started:
http://www.polycount.com/forum/showthread.php?p=1547129
UE 4 Morph Target previewer:
https://docs.unrealengine.com/latest...wer/index.html
Goodluck, post your findings if you're successful.
Comment
-
Originally posted by erWilly View PostYes you can do it with Blueprints, you need a "master Blueprint" and put any number of static and skeletal mesh components, boots, legs, armas, heads. In the blueprint you can change the mesh for any other, in real time.
Originally posted by sh1pwr3k View PostYou may also be able to create some morph target functions, that will allow you more flexibility in customizing your skeletal meshes.
Goodluck, post your findings if you're successful.
Comment
-
about the Master Blueprint idea... does UE4 stream those meshes in as needed or would it end up loading all of the meshes when the BP was instantiated, in a project where we tried a similar thing in Unity the master character prefab ended up being nearly 200MB which was a significant issue on consoles at the time not to mention the super slow loading of such large prefabs.
Comment
-
So I create a master blueprint to load all possible character pieces? Is there a way to save the choices the player makes using the master in a seperate blueprint?
From this master piece you heridetage for do it the create player's scene, here you save the array index of each body part that the player choosed.
When the game start you use the same master blueprint and set the array index saved.
does UE4 stream those meshes in as needed or would it end up loading all of the meshes when the BP was instantiatedLast edited by DomusLudus; 07-29-2014, 06:22 AM.
Comment
-
Originally posted by sh1pwr3k View PostYou may also be able to create some morph target functions, that will allow you more flexibility in customizing your skeletal meshes.
Here's a workflow created by Darthwilson in UDK, this may help you get started:
http://www.polycount.com/forum/showthread.php?p=1547129
UE 4 Morph Target previewer:
https://docs.unrealengine.com/latest...wer/index.html
Goodluck, post your findings if you're successful.
I am currently in the process of transferring that project into UE4. Got all the morphs in etc and now just playing around with the new HUD creation tools such as the sliders to bind morph targets to the sliders.
Comment
-
Originally posted by Darthwilson View Post
It's great to see some people remember that project
I am currently in the process of transferring that project into UE4. Got all the morphs in etc and now just playing around with the new HUD creation tools such as the sliders to bind morph targets to the sliders.
Comment
-
Originally posted by Temix22 View Posthi all how can i make for the players of my game make their own character is i doing a online game please help and if you know a easy form tell me please will be better or only tell me how to place the creation characters for my game
Comment
-
Old link but this is something I was using for abase idea awhile ago
https://forums.unrealengine.com/comm...racter-creator
Great work by Datasphere
Comment
Comment