Creating Blueprint
Last updated
Last updated
You can Copy one of the Templates and replace the character with your character's skeletal mesh, or you can skip and go to Setting up the Chooser. Right-Click in your Character Folder and Select Blueprint Class. Select Character I named mine BP_CC4 Re-Parent it from Class Settings to CBP_SandboxCharacter_DAO Select Add under the Components Window on the left hand side and if your skeletal mesh is selected in the content draw it will show 'Skeletal Mesh (Your Skeletal Mesh Name)' in my case this was Steve. Drag and Drop your Skeletal Mesh under the Mesh (CharacterMesh0). Zero out the Location and Rotation. Assign your Skeletal Mesh the ABP_DAO_GenericRetarget to it's Anim Class. Assign your IK Retargeter to the IKRetargeter Variable in the Class Defaults DAO->Live Retargeting->Refs (I may remove this from the Refs Subcategory since there is only one thing under there and it just makes it a bit longer to get to.) Go Into one of the other character blueprint and in the Event Graph you will see a Begin Play. Copy and Paste all of this into your Blueprint or do it manually if you wish. Replace the other character's Skeletal Mesh Reference with your's. This will do two thinks, it will Re-Attach the Held Object that the gun is loaded into during gameplay from the UEFN Character to Yours. It will then give the Parent Class a Reference to your Skeletal Mesh so that it can update it's Generic Retargeter with your IK Retargeter Chain Bone Settings Later. Last thing we need to do is Override the GetHeldObjectSettings function on the Parent Class. This is where we will feed the system our IK Retargeter Settings for Chain Bone (Arm) Adjustments for our Live Retargeted Character.