Hello, I’m a modder and I’m modding a character in My Hero Ultra Rumble. That character has some kind of “weapon” that is only visible when attacking. The problem is that it comes with the model so when modding it it’s always there which doesn’t look natural. I have been trying to work it out but i can’t find any solution, does anyone know how I could do it ? (PS: this character has long hair and to animate it it uses an animation blueprint, which i’ve already used on my model and it does make the hair work like i want it to but doesn’t affect the weapon)
If the weapon is skinned, then if you have access to the bone scale then you could set it to zero. the end result would be scaling it down to a pixel.
hello i have tried what you said, scaling the bones related to the weapon to 0 seems to do smth comparable to deleting them as the game ignores it has weights afterwards. i tried scaling them by them by 0.001 to see if i could achieve at least smth, but it looks like it didnt affect it at all it looks the same as if i didnt scale it, i don’t know if i did correctly. What i did is simply go in blender, edit mode, and scale the bones to 0
Is the weapon part of the characters mesh?
Yes it is
Not sure how to do it in unreal but in blender you could try assigning a separate material to the weapons polygon, the in unreal change the material to an invisible material on standing still event
well the thing is, this weapon does some cool looking effects in the game, and i figured how to make it use the default material the game normally uses, with that, the weapon looks as if it weren’t modded, but it always there. If i change the material it won’t look do the effects it did before (and since i am using the game’s material, i know that’s not how it normally works)
i’ll try at least
since those models use materials instances (in unreal engine) i can’t rlly make that sorry :<
You can still assign the same material to it during use so it has the cool effects, just in idle you’d make it invisible…if that makes sense
It doesn’t make sense to me
What I do, is I create an instance material in the same spot with the same name as the original, then after cooking I delete mine so it uses the game’s.
It means I can’t modify the material at all right ? Or am I missing smth
So if you start in blender, create a second material that is the same as the main one, so yes a second instance, assign that second material to only the sword polys, so it’s a separate UV. Then in Unreal the mesh will have 2 material slots, one for the weapon one for the rest of the mesh. By default set both materials to the original material. You’d probably have to set it up between your animation BP and ability BP’s, but make it so when the character is ideal the material slots for the weapon is set to a translucent material with 0 opacity, making it invisible
hello, sorry for the delay i was quite busy
so: the weapon already has its own material which i replace with the original one. in unreal engine, the model has several materials and for the weapon one, if i want it to look exactly the same as what it looks like in game without modding, i must use the material the game provides. unfortunatly it doesn’t make it invisible meaning this isn’t how the game normally does it, so i can’t simply make another material as it already uses one :<
So it sounds like your 99% of the way there, if your wanting the weapon to be invisible on event, setup a material with 0 opacity(invisible) and assign that material to the material slots used by the sword on said event(not moving), then back to the original on other said event(moving). If I’m understanding your need correctly that should do it. This may best be done in your animation BP as that activity tracks characters movement speed already
hi again,
thank you so much for your help
what i forgot to mention, is that i have very limited knowledge. when creating a bp it asks for a parent class and i don’t know what to chose, i am currently investigating and learning about them but it would help me if you could explain the process as if I were a total noobie (as I am one)
When creating the class for this, the engine has a preset character class that would probably be your best bet. The issue is not in the class though. It’s in selecting the skeletal mesh component. And changing the material that is assigned to the weapon