IrvinMG
(IrvinMG)
July 30, 2020, 8:26pm
524
mlindborg:
4.24 and 4.25 have now been updated to allow for easier migration between projects/character blueprints.
Now all you need to do is:
Move the CharacterCustomizer folder to the content folder of your project
Add the input events from CC_Character_BP to your input settings
Copy the skeletal mesh components (UpperBody, Hair etc) from CC_Character_BP to your character blueprint
Add the CharacterCustomizer component
Copy everything from the event graph and the construction script, recreate all variables and set variable settings for replication/instance editable/expose on spawn and update the default values
Update the Spring Arm reference in the construction script to the spring arm of the new character blueprint and set camera FOV to 60 (or change camera settings to compensate)
(optional) Update animation blueprint in the construction script
(recommended) Create a male and a female instance of the character blueprint
(recommended) Copy over functionality from the CC animation blueprints, such as LookAt, expressions, body physics, footwear offsets
And it should just work, no casting required . If you want to add this to your existing project without updating the entire thing you will have to replace the UMG folder, the CharacterCustomizer component, the character blueprints as well as the various hair and clothing animation blueprints.
On top of that I fixed the shorts, as mentioned above, and replaced the existing very oversized skin normal detail texture.
would you mind to make video tutorials? your product is the best character costumizer available in the market and there is some info spread here in the forums about it but video tutorials are aways welcome ! products like ABK, SGK, wich have a lot of sells and most of people use, have tons of video tutorials that is why they are famous, also because the amazing content.
Regards!!