How to make a custom third person character and avoid this error?

I have this mesh:


And its the result when i click simulating button:

Any help? Thanks anyway.

Hey @DrFrankNortonCMV!

So this is something that can pop up due to a graphics issue and you are getting an error on that- the “extremely poor performance” it’s noting there can manifest as issues like this.

BESIDES that- maybe let’s try and work around it. Maybe try using more than one node to attach your pieces- maybe do one “SetLeaderPoseComponent” each, and you can run it on “BeginPlay” as well to try to guarantee it happening!

Hope that helps!

i did setLeaderPoseComponent and it didnt worked, or that i think…

Sometimes you must do that in construction script (i think it is a bug).

Do it this way:

  • go into construction script
  • select all those smaller/child skeletal mesh components, and drag them all into blueprint script area (or do it one by one), you need reference nod to all of them
  • then pick one drag blue wire and “create array”
  • then connect all of them to that array
  • now drag from array and create “for each loop” node
  • out of that node get pin with skeletal mesh reference, and use node that sets its master pose
  • set master pose to whole body (animated one) skeletal mesh

I cant connect “set array element” to each loop…

EDIT 1:

Its it? When I play it nothing changes.

Try that please.

Yup that may be it. :smiley:

It may not work on construction script.

I tried to play in the main window and in the third player mesh window and it didnt worked…

In first picture you have those skeletal meshes as “SkeletalMesh0”, “SkeletalMesh1” etc
However in your code you have feet, hands etc. Did you rename them betwen making those pics?

Yes

There are all here:

I have this code in my prototype:

And it works from ConstructionScript, and i can see proper animations inside that blueprint in viewport window.

I need the entire code sorry… Can u paste it or not? Dont want to waste ur time…

It uses Mutable Plugin, motion matching, realtime retargetting, and inheritance etc, much more complicated than what you trying to do.

@Nawrot Can you show your component structure? I suspect that some of the transformation might be “compounded” because of attaching a skeleton to another animated skeleton.

All components

Mesh is from orginal character, it uses animation blueprint
Then Sk_Body uses animation bp that just copies animations from parent (that is part of realtime retargetting). But this is also animation blueprint that just copies all from parent mesh.
Then SK_Head follows SK_Body.

Mutable plugin construction script

And from this pic only last node matters , rest is creating mesh out of mutable plugin scripts.

Okay my previous version uses this components:

And there is the result:

And i want to transform that appearance with this skeleton:


What can i should do?

Are you sure all those hand feet etc are skeletal meshes that use same skeleton as body mesh?

Boddy mesh is properly animated? So if you replace it with just hands, will they also be animated in same way body was?

So for testing replace body SK_Mesh with hands sk_mesh. And see if hands that replaced body mes hare animated.

There are differents. The metahuman are 5 or more components into one master ‘mesh’. And the default third person character is different, its only 1 components, so… what should i do?

in my prototype i use meta human, daz3d , some custom meshes from fab, and character creator mesh. all work just fine.

And that is why i use relatime retargetting to have all those various meshes animated with same animation BP.

Are you sure you properly imported metahuman meshes. And that hands have proper skeleton (ie. exactly same skeleton as body mesh and all animations)

Idk sorry. I only want to animate that figure, so, i think i may recombine the 5 metahuman assets into one. May I? and… how?