Would this process work with a metahuman skeletal mesh?
I'll be honest. I don't like the way the mannequin is present in the project and is simply hidden behind a transparent material. This method creates unnecessary logic and unnecessary manipulations in the project, and transparent materials are always very resource-intensive.
However, I would like to see an optimized method for reassigning characters from different versions (including MetaHuman).
Please note this interesting point:
I have an UE 5.6 version, and when I open the Metahuman skeleton, there is an "Manage Compatible Skeletons" option. Here you add other skeletons and surprisingly Metahuman starts to support the animations of the said skeletons (this does not even require retargeting). This method has limitations, as I found out during testing that Mixamo skeletons do not work well in this way.
If this method is not suitable, I would like to get training from you on how to completely replace a character in a project (without having a mannequin). Thank you
@rozhkovskyproduction If you dont like to use transparent material, you can use this method. First, open the BP_Character class and go to the UpdatePerspectiveMode function. In the False branch, disconnect the Mesh from the Set Visibility node. Then, if you created a child class for the UE5 character, open it, click the Mesh component, and set its visibility to false. After that, set "Visibility Based Anim Tick Option" to "Always Tick Pose and Refresh Bones". With this setup, you won’t need to use a transparent material anymore. (Image attached)
@farshad Hello, does this method also work with the FP anim blueprint? The game I'm developing is first person.
@hellblazer19850 Hello, welcome, and thank you for your question. This method is for third-person mode and has not been tested for first-person yet. At the moment, for FP mode, it is possible through animation retargeting.
When we test it for FP mode, we’ll provide a video about it on our YouTube channel.