Newbie help - replacing default pistol with another model

Figured I should start simple… but I guess it’s not that simple.

I’m trying to import another UE4 pistol into Robo Recall to replace the default pistol model. I want to keep the animations for the default pistol and put them on the new model. Basically, I just want the look of the default pistol to be different, without changing any of the animations (if they look dumb on the new model that’s okay) I’ve tried several things but each time I keep messing something up.

Can someone point me in the right direction? Most of the youtube videos haven’t really helped so far.

Attached is the FBX file for the new pistol I would like to integrate as the default pistol. If someone can explain how I can have this as the new default weapon I’d be super, super, super grateful! Trying to get into modding, but even basic things like this are kinda daunting…

Thanks guys

You should be able to bring in the new pistol and replace the skeletal mesh on the “WeapMesh” component on the pistol subclass. You’ll probably need to make a few changes to what animations are fired and when, but that’s the quickest way to get a replacement.

I have a related question. I have imported my own model as a skeletal mesh, and replace the pistol in the WeapMesh component with my own weapon. Problem is, it doesn’t line up with where the player grabs the handle, and I can’t seem to move WeapMesh around as it’s an inherited root component. How did similar mods (the RocketSledge) rotate their mesh to align it with the grip? Or where can we adjust the grip location?

Thanks.

I’m looking for the same answers as you ClicheofDestiny! I’ve got my custom weapon modeled and textured. Just trying to figure out how to position it within the hand mesh when you go to grab it. If you figure anything out let me know. I’ll do the same.

Having the same issue here folks, good news is that I’m making progress (I atleast have the new models in the game now, thanks Chance!) However, like everyone else, they seem to end up perpendicular in my hands… there has to be a step I’m missing along the way, something that I’m not doing in blender maybe? I’m using a model that’s been used in another game so all the bones and whatever should be present… hmm

So if anyone knows what I’m doing wrong or has a video of them going through the steps, that would be great!

Zak Parish touches on this in his video. He says the easiest way to fix this is to make sure your gun’s “origin” is centered inside the handle right around where you would be grabbing it. Take a look at the screenshot after he imports his custom gun. Also notice that the gun is oriented such that it is facing down the x-axis. So before exporting from blender or Maya translate your gun such that it will be in this position/orientation when imported into UE4.

He talks about it a little after 28 mins in to the video https://youtu.be/EBu0ktvYxmo?t=23m8s

You can also export the pisol skeletal mesh (SK_Pistol) from robo recall to an .fbx so you can open into your guns blender or maya document (second screenshot). You can then move your gun so that it’s handle is in the same position and orientation as the pistols.

In the third screenshot you can see the fortnight weapons are setup this same way. They skeletal mesh is transformed in maya/blender before export such that the handle is at the world origin, forward is x and up is z (when you are holding your gun/weapon up).

In each of these screenshots you could imagine a little “ghost” fist, gripping the weapon at he world origin.

Thanks for the info tmek!