A more flexible animation system

Funny enough, I gave up on UE4 because even when retargeting I had to retarget to 20 different humanoid characters, each with a different skeleton. Each of these would then require their own copy of the animations. When you’re using a pack like Kubold’s animations, that’s a LOT of animations.

I don’t doubt that the UE4 mechanic is superior; I find UE4 superior in many aspects. That doesn’t help when you can’t get past the trouble that I (and many others) are having. Essentially, it’s a showstopper if I can’t do something basic. Yes, I’ve followed the tutorials in the documentation as well as many, many Youtube tutorials.

The fact that there are so many others who, like me, are certifiably stupid, the responses we get is pretty much like yours and we feel even more stupid (as if that’s possible).

I know that you’re just trying to help, and I very much appreciate the fact that you took the time to try. When I look at the kinds of things that Epic can do with graphics, I just wondered if they dedicated the resources they could build a better mouse trap. Thank you again for taking the time to help. I really do appreciate it.