Paragon Character Yin Issue in Unreal Engine -- Whip Won't Light

Googled around but didn’t see an answer–the Paragon character Yin has a whip. But when I import her, said whip is invisible. I’m looking at the material graph, mesh, etc. and cannot figure out how to make it thick and illuminated so that players can actually see it, and all the preexisting blueprints that come with the character aren’t making things simple.

Any tricks to make it visible?

The Paragon characters each had gameplay code go with them to make them “special.”
That code was not factored out in the asset release package, so we have to kind of guess what to do in each case, unfortunately.
I don’t know what, specifically, was done for the Yin whip, so I can’t help with that specific request, other than suggesting you keep looking, and please post what you find!

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Wow. That’s a nasty surprise. I didn’t realize that.

Anywho, in the mesh section, I see the “whip core” has a TON of blueprint/event graph stuff that clearly looks like the secret sauce behind a functional whip. It’s like there’s some hidden switch that’ll make it all just “work” with a single tick box.

I would work backwards from what’s supposed to be happening, and look for what isn’t happening.
I don’t think there’s a tick box that will make it “just work” – but, maybe you’re lucky :slight_smile: However, in general, “hope is not a strategy.”

Sadly, I don’t know nearly enough about game dev (this is my second project ever) to even attempt to diagnose this–no backwards engineering for me; issue seems way above my knowledge ceiling. I’ll keep googling, tho.

UPDATE: It’s just the third skin, the red+white one. The whip works on all her other skins. Something’s borked about the third skin–the whip mesh is conjoined with her body and is using its materials. Is it a broken costume??

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Hey! Sorry to necro this thread, but I’m trying to get Yin’s whip working. Any chance you were able to accomplish this? Even in the non red + white skins, when using the attack animations/montages the whip seems to be very short and “lazy” (moves a bit unexpectedly).

When previewing the animation in the character blueprint you can see it behaves like the whip is super long (yellow mesh/box):

But then when actually looking in game or in the animation itself, it’s super short and doesn’t seem to “behave”:

I’d be so grateful for any advice! If I can get this working…the next step would be to actually have some sort of hit registration with it!

Here’s on extra example of the issue. This is two images side by side:

On left you can see the whip is very short (this image is captured at the whips “max” distance).
On the right you can see with the mesh is selected it looks like it should be very long.

Thank you in advance for any insight or advice someone can provide!