Hello [USER=“3101832”]ollie hillman[/USER],
I’m the developer of BAD MORFO: Multiuser 3D Hyperbasher. I concur with prioritizing the customization system as we’re also doing this for our SciFI FTPS ExORION. The truth is there many ways to approach ‘Customization’ so you will not find a Youtube that caters specifically to implementing one in UnrealEngine. However, you will plenty of videos like this one to get a high-level concept of how Customization Systems are implemented.
Before I starting to script/code anything, I conducted research into how customization is pulled of in variety of game types, not just those with humanoid characters. I created myself a design document to devise my approach as I reviewed many types of in-game construction and customization systems for characters, robots, creatures, weapons, vehicles. The goal of the research was to identify common features all of the systems used. I determined the common features were:
- Modular Parts: Attach / Swap / Adjust Meshes, Materials, Bones, and MorphTargets.
I also discovered in this research that the primary Performance concern is Drawcalls for modular content. So I also was figuring out how to solve these issues. With some basic ideas in writing, I proceed to prototype in UE4, learning UE4 Blueprints in the process. Characters are complex entities and can make use of all the features, so I elected to start with a character to implement the most difficult features first.
So here are my recommendations for you If you’re going the Do-It-Yourself route:
- Learn some basics about UMG so you can create a GUI Widgets sliders and buttons to perform in-game attachment, mesh transformation adjustment, material parameter and morphtarget adjustment.
Learn about the UE4 Mannequin Skeletal Mesh. Skeletal Mesh contain bones, animation, sockets and morphtargets. Bones/Sockets are used to attach other Actors/Components too.
- Once you have an understanding of the Bones/Sockets. You can start learning how to attach/swap other Actor and Components to its bones/sockets.
- Next Learn to import Skeletal Meshes witih MorphTargets. There are several video tutorials on importing a DAZ3D Character into UnrealEngine.
- Learn about Material Parameters. You can do a lot within just material customization alone.
After learning all of this, you will be able to create a Character Customization system anyway you see fit. This may take up to 1 year. If you want to save time, wait for BAD MORFO to be published (mid/late Feb 2019) or pickup one of the other Character Customization systems readily available in the marketplace like this one.