Hello !
Thank you for taking the time to respond, I know you are very busy working on UE4 and I appreciate your time. You are doing a Fantastic job, the engine is unreal!
Just a heads up, I really value your post, I was merely trying to see if other “users” were interested. I realize using mesh compositing is the more difficult path, but it obviously has it’s trade offs. I was not aware that morph targets and material parameters were effected. Yes, I agree that Adding components has a faster development time (exponentially) and it’s easier to understand.
Can you please briefly describe why using morph targets and material params with FSkelMeshMege is more difficult? How are animations effected?
I am really looking forward to the customized character documentation that you speak about above :), great work so far! thank you for all that you have done on UE4, it’s really a fantastic piece of art (it’s unreal!).
Have a great night.
P.S.
I’ve corrected the math typo above,(it should have been 50 vs 250).