I am looking forward to move to Unreal from Unity.
I hope someone can answer some of them below.
Animation
1. Does Unreal have in-engine humanoid animation editing? Kinda like UMotion where you can actually edit the existing character animation.
2. Can “Notify” change the corresponding animation speed?
Custom shader writing
1. What is equivalents to shader writing besides the node-based material editor?
Data Assets
1. What are the equivalents to the ScriptableObject?
Input
Do I usually need a third-party Input System like Unity does (even the new Input System of unity had issues with PS4 porting for my game)? Especially when you are porting your game to multiple platforms including consoles.
You can use control rig for in house animation I think, but blender is much better depending on what you’re doing. And the input system in UE is amazing. It’s so simple.
There is UDataAsset which would be the direct equivalent. AInfo is also useful and is equivalent to an empty GameObject that has no rendering or use its transform.
Dialogue System
Never touched, but I have seen some on the Marketplace
This is great. @anonymous_user_f27400311@_brunocoimbra
For the Control Rig, does it allow modifying animated tracks? For instance, I animated a sword swing in Blender but somehow I want to re-animate its right arm only. Can I modify “Existing keyframes” in Unreal to edit the animation?
Yes you can do that without control rig just using FK. UE has a nice layer based anim editor. I believe there is a way to plot animation onto control rig but for small tweaks it’s probably overkill.