Character Customizer (Version 4)

i am update BP_Character and i am change widgets. what is problem

Click on the compile errors and update the nodes that are causing the error messages. The CharacterCustomizer component has references to the character blueprint which need to be updated.

I don’t have time to record a video today but maybe later this week. It should be straight forward to change character blueprint, a lot of people have done it before.

I did what he said, the nodes were updated. The BP character has been updated. Although I have updated these error notes. When I click on the error notes, I can’t see the problem.

You’ve added everything to the construction script?
Capture.PNG

yes, i added everything.

It should work, if the character reference is set in the construction script and the macro in the component has been updated. If you send me your project I can take a look at it but you probably just need to restart or something.

Hey so I have a stupid question, how do I actually open the character customization part of this product? I have seen a bunch of maps and stuff that show NPCs talking or moving and I see the widgets that show the character creation parts but I see no way to access the character creation menu. I am just confused.

I would love to see you add a CC3 Importer to this. I know people at the company if you would be interested in chatting with them. Just send me a message if you do.

i see there is a network demo widget menu, how do you access it from within the demo? (edited, Lindborg replied but I found you can also just load the lobby map, run it with 3 players but make sure auto connect to server is not set to true, and you can test multiplayer like that)

It’s based on Epic’s Multiplayer video series so there’s not much to it - it’s just an interface for creating and joining sessions (in Lobby_Level) and after joining a session you enter Network_Demo_Level and can spawn a male or female character and assign a name to it. You can try it out with Launch Game from the .uproject file, the menu will open on BeginPlay. Supposedly you can have other PCs join through the Steam subsystem by unchecking LAN but I haven’t tried it out.

for some reason the drop down where you would choose a previous saved file doesn’t seem to work… if i manually enter the name I used previously I can see that my character has been saved/ and loaded correctly… but if i just press that dropdown next to enter character name it is always blank…(theres also a “bug”, if we can call it that, where if i put in the name of a female I can still select a male and she will load into his body-type) image_195810.png](filedata/fetch?id=1779246&d=1592842108)

Press G… it says it right on the wall of the level you load into…

as much as I’d love that as well, its tough to ask that of Lindborg as they are 2 completely different systems… and then why not a tutorial on Move-It! as well… its kind of unrealistic to expect Lindborg to support a product that he didn’t make… my 2 cents…

Yeah I believe I scrapped that at some point… In a previous iteration I added all the characters from CC_Characters to the combo box but this wasn’t really a good idea to begin with. It should just be a text box. And probably there should be a check if a character with that name already exists in the level or something like that.

Hey Lindborg there seems to be a bug with the shorts?

Yes, it seems the morph targets for the shorts were lost in a version update somewhere. Thanks for pointing that out. If you email me I can send you the correct mesh.

Incidentally I’m submitting a hotfix soon mostly aimed at simplifying swapping character blueprints, because it’s something people keep emailing me about and I noticed the way it currently works requires a lot of redundant work and can probably be cut by like 2/3rds.

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:

  1. Move the CharacterCustomizer folder to the content folder of your project
  2. Add the input events from CC_Character_BP to your input settings
  3. Copy the skeletal mesh components (UpperBody, Hair etc) from CC_Character_BP to your character blueprint
  4. Add the CharacterCustomizer component
  5. 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
  6. 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)
  7. (optional) Update animation blueprint in the construction script
  8. (recommended) Create a male and a female instance of the character blueprint
  9. (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.

A user reminded me of a structure bug - you can replicate it by unequipping all clothing (selecting </> in each category) and it will incorrectly equip the default clothing instead. I’ve had this happen before and although I don’t understand why it happens it’s pretty easy to fix. If you go into CC_Saved_Variables in \Project_Files, at the bottom the Apparel Names are assigned to 01, 02, 03 etc which are the empty slots in the datatables. If you match these default values in-game, for whatever reason the structure won’t read properly and you’ll end up with the default values of the structure reference from the Character Customizer component instead. It’s very strange but easily preventable if you rename the default values from 01, 02, 03 etc to some random name that isn’t used by the datatables like “none”.

How to fix these errors ?