[UE5.4 + UE5.3] "ARPG + ALSV4 + ROG" + Armor Equipment
[UE5.4 + UE5.3] "ARPG + ALSV4 + ROG" + Armor Equipment
The above two are connected to create a game project.
And since this content is a character from Advanced Locomotion System V4 , and is displayed in the Action RPG Multiplayer Starter Template , the character is equipped with equipment that just doesn't match.
However, weapons are attached via sockets, so they are equipped normally and look good.
This time there's no problem with the armor.
At first glance it doesn't seem to be a problem, but the shoulders and the area around the cape body are floating.
The most obvious one is the body.
The attachment location is misaligned as shown in the image above.
Possible issues are listed below.
The above are possible issues, I have probably tried the second one in the past and it didn't solve the problem.
Therefore, I think the position of the armor to be attached is probably set in UE5's skeletal mesh, so I investigated this.
Regarding skill attacks, the skeletal mesh circled in red can be changed and added to the Blue Man to specify the mesh as the skill's painter.
The animation below can be made compatible with UE4 and Blue Man, and in the case of Blue Man, it will move normally by specifying the appropriate moving parts.
If it works something similar to this according to the explanation, adding a Blue Man to the original Skeletal Mesh should solve the problem.
If you can't read English, open the project file or the content drawer within the project and search for the word you want to know.
All you have to do is copy these and add spaces (e.g. half-width characters) to the connected capital letters to translate them.
You can check how to relax as follows:
In this way, you can narrow down your search and repeat the process.
I was curious about the "Equip To Main Hand Socket" in InventoryItems, so I looked into it.
Nothing was set apart from the head, so when I set it, it got close but off.
When I realized there was another way, I looked into it and found that it also inherited the bone modification, and I could see that the head was previewed like this, and that I was creating armor with bone modification, and the other parts had exactly the same structure.
In other words, it is important to leave the bone modifications on the wings etc., attach only the wings, and retarget them so that the main body can hold the original wing hierarchy.
In other words, since I brought in the Blue Man animation, if I retarget this UE5 to the Blue Man, I might be able to replicate the same
thing.
To put it the other way around, with Blue Man the main skeletal mesh corresponds to the head, and the rest of the body is assigned around 5 skeletal meshes and the appearance of only those parts is set.
The image is like stacking five identical character meshes together.
If you have any trouble, check out this video.
If it's just an asset, it probably won't work if you assign it like the helmet, since there is no bone hierarchy, but if it's an asset with a bone hierarchy, the root becomes the base, and it will be placed in a strange position like this.
It's a cycle where if you fix this, the problem becomes abnormal again.
In other words,
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There are two methods as shown above, where the head and weapon are set up in a similar way, while bones are prepared for the body etc.
In other words, find out what armor ROG_Modular_Armor
s.
Okay. Okay. That seems like the normal way to do it.
In other words, in order to wear armor, the armor and the controlled character must be at the same level.
Below is armor made with UE5's skeletal mesh. In other words, it uses the same principle as the yellow armor above.
It's still off.
Next is the armor made with UE4. In this case, Blueman's book uses UE4 animations, so it is more suitable overall than UE5.
When I check
d.
Matched.
Although it's not perfect, I think it's at a point where it can be used normally.
In other words, I understand.
The armour needs to be rebuilt using the bones of the character you are currently moving.
I haven't learned how to create it yet, but the UE4 armor provided by ROG_Modular_Armor seems to be suitable, so I will use that for n
w.
You can learn how to create armor if necessary.
Next, let's talk about the camera.
In the ALSV4, the body is positioned facing forward, with the sights offset to the left or right from the body as standard.
However, there is also a setting that does not match the camera in any direction so as not to assume a body, and in that setting the aim will be centered over the body.
I wanted to set this a little bit to the top right.
The method is very simple; just choose the camera aim you want to change from the three options bel
w.
The following will then appear, so promote the variable in the part you want to move and link the variable you created with the same content.
You just need to change the value.
The top one is for zooming in and o
t.
The next Y axis is horizontal.
Up and down are the next Z.
This is how you shift the aim.
Now, when you want to pick up an item, you can select it without it overlapping with your character.
Reference Vi
eo