Do I really need to watch out for the bone count in unreal on hero characters? I mean to a certain reasonable degree.
I’m a little at odds on the information I am finding online about this matter.
In one thread and answer hub it is mentioned that bone count can go up to 255 bones in UE4, but this may not be enough for detailed hero characters and more complicated animations, then again I was able to import a test mesh with more than 500 bones in one go inside unreal and it seemed to be playing fine. But is there a hidden potential issue to watch out for?
On average a good basic facial rig can easily go up to 200 bone structure (not the rig in base 3d application but the final exported bone count to unreal), plus that with a base bare minimum bone structure in any human character with 5 fingers can easily be at 60 - 80 bones, this is already passed the 255 mark the threads seem to be talking about. You still have the extra bone setups for the armor, (rigged) cloth, hanging elements, (rigged) hair and you are easily exceeding to over all 400 - 500 bones structure.
Why is the talk about the 255 mark? or is it some kind of performance bottleneck? If so from the quick tests we’ve done we didn’t see a major performance issue on higher bone counts on one or two rigged meshes per screen.
Any info is much appreciated.