Character Customizer (Version 4)

What part is saved locally? Is it the textures? :slight_smile:

I was talking on a hypotheticaly game, but lets use an example on The Rise of the Tomb Raider, the place, the equipment, quests completed, all of these are saved locally. In a game like World of Warcraft, all aspects of game are saved in a database at the server side.

For the solution on this Character Creator, you need to understand how it works as it is first, before making assumptions and trying to change it. Several informations are stored on Data Tables and these tables hold informations like Male has this material, this morph target, and same kind of info for Female. Until you are not familiar with the whole way it works, trying to change it will give you a lot of headaches.

The asset still Worki in Progress, so wait a little more advancement and also the proper tutorials the asset creator will provide in order to assist beginners aswel.

About the save system - it’s not meant as a fully working solution straight out of the box, it’s basically a demo to show how you might save a character, what variables need to be saved and so on. You’ll have to design a save system based on your own criteria if you want functionality beyond that.

I don’t think it’s realistic to make a save system that’s flexible enough to apply to all possible circumstances with regards to NPCs, networking etc, and attempting to would probably make it very convoluted and harder for users to dissect.

I know that is not correct stuff to do, but some game previously and for more that a year (multi player game not mmo) use the local save system, for example Dead by Daylight was using local save file for storing anything regarded multiplayer progress (protected with EAC, but there is LOT of save file cheater), this is a mess but some indie use this method also for multiplayer game.

Progression of the system was cloud copy, that’s all. Protected with EAC. Nothing more nothing less. Did this fixed file save cheating? No.

so if big indie use this method why we can’t use it? this is a good question.

I don’t see a problem using it, in the end all depends on what is the game design. If there is a persistent world like there is in MMOs you definitely need a database, all the other cases you can say you probably don’t need.

Even for an Indie, which collect assets along the growth journey, it is interesting thinking on database storage (local or server based of some kind) and applying the concepts on the building blocks he constructs so when comes to time to put the pieces together to form a game, you know those pieces can be used in a standalone game or a MMO, it is just good practice start putting the logic on the assets as soon as you can, otherwise it will be too much work doing it later, not to mention the cost and time for testing.

I tried this very simple setup where the hair mesh is using master pose component from begin play

When I press T I disable master pose component on the hair mesh and remove the animation blueprint from the body mesh, so everything is static

Then I press Y which sets the ponytails animation blueprint, which is just using copy pose from mesh, and the characters animation blueprint, and it gives me the delay

It works fine if the animation blueprint is not using copy pose from mesh, so it seems to be some kind of underlying element to that node that I don’t understand

Gonna just shelf this problem since I’m not getting anywhere and it’s not exactly essential anyway

Bought it on Gumroad. Happy to support you.
But without FBX files one cannot really work with it. I actually bought when I read your comment “I’ll include an FBX with the body morphs in the next update.” on page 2.
I’ve read the whole 13 pages now and found out you’ve changed your mind. Smart move… So I’ll pay again and also purchase the marketplace version.
No regrets, you sure deserve support for this as it’s very high quality and the structure is nice and clean.

Have you heard anything from Epic?
I really need the fbx files to continue. (Anyone who does not know: Unreal Engine’s internal fbx export does not export morph targets.)
Currently the meshes have no ability to smile / talk / show teeth (but teeth do exist and look good!). I’d like to create morph targets for expressions.
Not to mention: Custom clothing.
And although I really appreciate giving the female mesh a more “realistic” breast size, a simple morph target for larger sizes is missing.

Hope a version with FBX files arrives soon.
Keep up the great work!

This is a nice reading that everyone should take a look at while trying to improve this asset beyond what it will be. Stylized Character Production Techniques in UE4

i’m pretty sure fbx will be released soon, maybe on the marketplace release, anyone here need it for clothes and so on, so let’s wait for it, mlind are working hard with this.

Is it fully blueprint?

Can you please add some more muscularity to arms? There is really not enough muscles, like at all.

@Dudester01 It is fully blueprint, but it is still in WIP as you can follow up the posts. There is a preview version selling at Gumroad if you feel contributing to the creator at this stage, which some of us did. The muscles can be driven by morph, I think he shows this at the video… as for the female version dozen of us asked for some more breast, since even the peaches that grows at my neighbor’s tree are bigger than that.

Yeag thanks for the reply, I saw the video. I mean the maximum muscle amount is just not big enough

Can you please add some more specific sliders like arm mascularity or biceps size, chest, hips, abs

I myself would love to have some bellies for both, make some really fat dudes, but that can also be achieved with a 3rd and/or 4th model where you can really have exagerated features to drive in and out.

3rd model? Is it wip?

Actually I have a set of expressions (FACS) that I removed from the release version because they didn’t serve a purpose and inflated the file size. I could add them if people are interested.

and the reason I don’t segment body morphs is because they’re dependent on a normal map and I don’t want a dozen normal maps for different body parts.

If I remember correctly, once the package is finally done and available at the marketplace, @mlindborg will work on some more models, we might see the super fat guys, the dwarves, the elves in the future (not sure about the dwarves and elves, but a midget would be nice).

If just hand/leg morphs could be implemented that would be fine by me as well