I am developing a game for Android. Im at very early stages, I built a very simple level with a character in it and created a motion system to move the character around following the unreal channel tutorials.
Everything works great when I try the game in the editor, but when I compile the game for Android there is a problem. The game works fine, controls, graphics and everything, but the character is invisible. It moves, the camera rotates around it, but it is just invisible. The game is running on a Sony device…
Any idea of what might be causing this? Can I provide some more info that can be useful to solve the problem?
I think it could depend on the number of bones of the skeletal mesh. I just learned that on mobile it is limited to 75, while my model has 283, so this is probably the reason. I did not see any warning about this thou.
It’s worth adding that you can have more than 75 bones in the skeleton asset, including the animations you make, but the skeletal mesh itself can only have 75 deforming bones at once like wittlief mentioned. So you can easily split your character into parts, say the face as one skeletal mesh and the body as another skeletal mesh. Then use the master pose system to get the skeletal meshes to move together. We used this in GoV for mounted units. I believe it also works if you use material slots, where the slots would separate the chunks to be below 75 bones, as it worked for our characters at first. We split them up just to be safe.
Keep in mind that each “chunk” is a draw call, so it can kill performance if you have a lot characters like this.
We only have one character (so far, this is an highly experimental phase), so I hope performance wouldn’t be an issue.
The situation is that we are trying to create an app based on a kid animated series we made, so it would be great to be able to use the rig we already have. As I am quite new to unreal, I need to understand if what you suggested is doable without destroying the actual rig, or if it would require anyway a lot of work on it, in which case could be better to create a new ad hoc rig for the game.