@jwatte, I appreciate your insight on the topic and I agree and would be in the market for a product like that. I’m thinking DAZ3D is positioning themselves to fill in this role with Characters and Accessories for UnrealEngine.DAZ Bridge is the first step. What remains is an embeddable module/plugin to assemble and save/load Customized Entities that can be integrated into any game product developed with the engine. This is an area we intend to fill by developing a Universal Constructor to be used in the assembly of multiple entity types in multiple game products.
I call it the HyperBasher, as it inspired on the *Kitbash *approach to assembly. I hope to build a large and composable set of assets and provide templates for others to use to create assets for use in customizing entities. I’m no longer pursuing a single standard in favor of building a online library and catalog of various base meshes and compatible parts/accessories. The HyperBasher works with unrealengine most basic yet powerful feature: Actor hierarchal attachment scene components. Using this feature for arbitrary attachment provides the most flexibility to meet most Entity requirements.
The HyperBasher is modular in design and embeddable into ue4 applications a blueprint package. If one doesn’t need the assembler, the external save/load functions of System can be implemented as an independent module that can be embedded into applications for just importing assemblies. I am proposing the APB Customization, but I think its going to take more than just a standard to pull it off
Master Base Models
Supplemental Asset Packs with Compatible Parts
Online Catalog of Compatible Parts
License that allows existing models to be used only as reference.
Embeddable Assembler Module
Embeddable Load/Save Module
Decoupled GUI (for custom GUI wireup)
A Foundation of Developers to produce and maintain all of the above