Right click, retarget and duplicate, like usual. Are you able to retarget UE4 starter animations?
@mlindborg Some users, me included, getting several errors when packaging a game. Some are easy to fix, others too much trouble, could you please take a look at this. I have already tried to delete the Intermediary folders but still got the same issues. Up to now, having it happening in 4.20.2
The “unknown struct” errors are apparently related to SaveGame and I was able to fix it by ticking the “SaveGame” box in the details panel of both structs in CC_Save_Object.
Another error was caused by “Enable alpha channel support in post processing” in project settings. Set it to disabled and it should work.
I found also a invalid call into a node called Possess, which in the original appears with a parameter which does not exist anymore, so the fix was to remove it and call the correct one without parameter in its place (both male and female). For the tips above I will try them soon and let you know. Thanks!
Yeah as I wrote earlier you should delete the possess function from all child BPs and just bind it to some key in the main character BP
Those tips worked out, but there are still the following errors being reported which prevent the packaging:
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogProperty: Error: UStructProperty::Serialize Loading: Property ‘StructProperty /Game/character_customizer/UMG/apparel_customizer/AC_menu.AC_menu_C:add items to menu.datatable’. Unknown structure.
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogProperty: Error: UStructProperty::Serialize Loading: Property ‘StructProperty /Game/character_customizer/UMG/apparel_customizer/AC_menu.AC_menu_C:ExecuteUbergraph_AC_menu.CallFunc_GetDataTableRowFromName_OutRow’. Unknown structure.
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogProperty: Error: UStructProperty::Serialize Loading: Property ‘StructProperty /Game/character_customizer/UMG/apparel_customizer/AC_menu.AC_menu_C:ExecuteUbergraph_AC_menu.CallFunc_GetDataTableRowFromName_OutRow1’. Unknown structure.
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: CookResults: Error: Error loading F:/Unreal Projects/TestCharCustomizer/Content/character_customizer/apparel/male/upperbody_tshirt/tshirt.uasset!
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogCook: Error: Error loading F:/Unreal Projects/TestCharCustomizer/Content/character_customizer/apparel/male/upperbody_tshirt/tshirt.uasset!
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: CookResults: Error: Error loading F:/Unreal Projects/TestCharCustomizer/Content/character_customizer/apparel/male/lowerbody_jeans/jeans_mask.uasset!
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogCook: Error: Error loading F:/Unreal Projects/TestCharCustomizer/Content/character_customizer/apparel/male/lowerbody_jeans/jeans_mask.uasset!
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: CookResults: Error: Error loading F:/Unreal Projects/TestCharCustomizer/Content/character_customizer/apparel/male/lowerbody_jeans/jeans01.uasset!
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogCook: Error: Error loading F:/Unreal Projects/TestCharCustomizer/Content/character_customizer/apparel/male/lowerbody_jeans/jeans01.uasset!
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: CookResults: Error: Error loading F:/Unreal Projects/TestCharCustomizer/Content/character_customizer/apparel/female/lowerbody_jeans/jeans_dark_blue.uasset!
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogCook: Error: Error loading F:/Unreal Projects/TestCharCustomizer/Content/character_customizer/apparel/female/lowerbody_jeans/jeans_dark_blue.uasset!
These are happening with the asset at Marketplace and Gumroad aswel.
Delete the files from the project folders
I’m not getting the other error, did you check SaveGame on AC_save as well in the save object?
Deleting the assets fixed the related errors, but for the lines:
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogProperty: Error: UStructProperty::Serialize Loading: Property ‘StructProperty /Game/character_customizer/UMG/apparel_customizer/AC_menu.AC_menu_C:add items to menu.datatable’. Unknown structure.
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogProperty: Error: UStructProperty::Serialize Loading: Property ‘StructProperty /Game/character_customizer/UMG/apparel_customizer/AC_menu.AC_menu_C:ExecuteUbergraph_AC_menu.CallFunc_GetDataTableRowFromName_OutRow’. Unknown structure.
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogProperty: Error: UStructProperty::Serialize Loading: Property ‘StructProperty /Game/character_customizer/UMG/apparel_customizer/AC_menu.AC_menu_C:ExecuteUbergraph_AC_menu.CallFunc_GetDataTableRowFromName_OutRow1’. Unknown structure.
I have fixed the above errors following these steps:
a) Open the AC_menu widget
b) open the function: Add items to menu
c) disconnect the pin going to Create AC Button Mesh Widget and save the widget
d) package game (it must succeed)
e) reconnect the pin going to Create AC Button Mesh Widget and save the widget
f) package game (it should succeed this time)
From what I understood it is a bug on the blueprint compiler which leaves dirt on the code and once you disconnect it, its being clean out and doesn’t return once you reconnect. I advice for you to do the steps just to make sure the behavior won’t happen to other users if it doesn’t happen to you.
I think you can upload the package with the fixes now.
How do we make this multiplayer compatible and have body and outfits replicated over a dedicated server?
I know it won’t be easy, but anything is possible, and its what I paid for. I must have this.
Trying to figure it out myself, and this is a very complex BP
Thanks
I’m not sure, I don’t have any experience with networking. If you’re going to make a multiplayer game I assume you know how to set up blueprints for it. If you have any questions about how my blueprints work & fit together I can help you.
In other news, I’ve been working on the first big update and it will be done sometime this month probably. Main improvements will be aging, more diverse clothing options, more and better hairstyles, particularly for female, and better animations, plus some other stuff. Should be good.
Great news about the update, keep it up! Aging is really something I need for my game =]
Awesome! This is still great news.
To start, I am trying to spawn multiple characters at all and it appears that only one can be possessed at a time. What actually spawns the character? Your level blueprint and player controller are empty, so I am wondering what is responsible for spawning the character?
I can work on network replication of values, but its odd that I can’t even spawn 2 of them (under play options, Run Dedicated Server with 2 instances)
I know the solution is there!
One thing you probably want to do is disable auto possess player in class defaults, or at least just enable it on the instance in the level, then you should be able to spawn multiple characters
You can spawn more characters in the Game Mode BP. You want to search with google by “ue4 game mode spawning characters”, one of the candidate results is this one: https://forums.unrealengine.com/development-discussion/blueprint-visual-scripting/91396-attaching-a-character-to-player-start-how, but I know there are other ways, I just can’t find in the middle of my projects how I did it. You also want to check this video on the execution in two separate windows in networking I have made some time ago:
https://www.youtube.com/watch?v=-VqizBYxBGE
When i try to assgin a basic epic skeleton to you male or femal mesh, i ibtain this result :
I have the some error, i tried it with ALS 3 and also with Character intraction and with a simple epic 3rd person character, it give the some error :
Are you retargeting or assigning? You can’t just assign, you need to retarget
after retarget, some animation didn’t work correctly like below (Aim animation) :
Can’t say what the problem is
Hello, I made 3 videos showing how I export the character to Blender and Maya and back to unreal, now, it will not export the morph targets as unreal does not support it. U could get the character geo with Mlindbord if you got the template. The other tip I give is if u are planning to change a lot of stuff on the character, is better if u recreate all the morph targets on Blender with the same naming and same morph function as the original, as it is much easier to change the base character.
I also think these ideas would apply to any other 3d Software!
UE4 Skeleton Mesh To Blender and back to UE4 :
Morph target change on blender and back to UE4 :
Ue4 export to Maya and Back to Ue4
I hope it can help someone!