Hi I would like to know if we can make a rig directly in UE4 with static mesh because I try to make a game for WebGL and we have a limitation of 65k vertex by mesh so i want to keep my mesh split in several part to avoid this limitation and when I import my rig the part with the rig are combine in one mesh and the other part separate. so if some one have info about this thx you
No. Unreal is not able to make a rig. The rigging process is to add a bone to a mesh then assign verticies by weight painting them to the bone. Unreal doesn’t have this ability. Also you can form bone chains with constraints like a copy rotation in which one bone follows another s rotation to make animation smoother, more realistic like fingers curling. Something like that. Unreal can’t do this either. You need a 3d software like blender, Maya or 3dsmax. All unreal can do is read the bone and mesh deformations. You can edit animations a little and even make some new ones based on a mesh already rigged but the process is not easy in persona.