Yet another strange design choice making my job as difficult and confusing as possible.
Unreal Engine seems to not actually display bones, but rather the connections between them. Why? What purpose does this serve? Do they realize it can be incredibly annoying when trying to diagnose animation problems (which are caused by their own tools?)
The highly-touted, far-famed, Epic Games™ IK Retargeter, does not retarget IK bones, it only uses the IK rig asset to (somewhat poorly) approximate the transforms of two sets of bones for each frame of the animation.
But look! You can map this cartoon Ogre to a twerking robot! How cool is that?
– I don’t believe this, I think their examples are all specifically crafted to showcase features that actually don’t work for the majority of use cases. I have been trying to work with a non-Mannequin humanoid skeleton for months, and it is tremendously difficult. Their tools do not help at all, in fact they make it worse. I would almost be better off authoring my own animations completely from scratch.
It seems like yes, things will generally work for you, provided you are making a game about Manny the Mannequin and his friend Quin hopping about in an untextured area with bouncing balls and so on. The moment you deviate from Manny and friends, it all breaks down, and you are struggling forward in an absolute vacuum of knowledge.
Since the legendary Epic Games™ IK Retargeter does not retarget IK bones, I have to export most animations to 3rd party software and adjust them by hand. It turns out, fixing Epic Games™ retargeter with a specialized control rig and ABP shows what looks like corrected IK placement, when examining the skeletons in 3rd party software, they are not actually fixed.
Anyway I am complaining. It seems Epic Games™ Unreal Engine is determined to frustrate the user in every possible way.
Here’s a picture comparison
Notice the thigh bone (selected in both pictures). The Unreal Engine-depicted thigh bone is nonexistant, it is an empty space between the actual bone and the next. Why do they show it this way? Is there a setting to turn it off? I have been ignoring this problem for months but I’ve had just about enough.
P.S. No, I will NOT use Metahuman
It seems like the intention of Epic Games™ and Unreal Engine is pushing this stupidly high-end luxury tech-demo obscure features while ignoring fundamental features. For example, they’ve invested god-knows how much funding into a web-based character generator that generates the micro-hairs on human skin and blood vessels in eyeballs, absolutely procedural animation for LYRA tech-demo project, but god help you if you want basic tools for working with animated characters.
Oh, and the hierarchy viewer is still busted, and has been for years.