The Character Editor is a ready-to-use character customization system. Different options like anatomy, muscularity, obesity, aging, and size help you to customize your characters.
The faces come with ~80 Morph Targets - ready for facial animations with ARKit and AllrightRig support.
Multiple Data Assets are used to create unique characters: Besides hairstyles, there are several skeletal mesh apparel parts stripped down to predefined main groups like: hats, upper body, lower body, shoes, and others. This product gives you a solid foundation to customize your Characters from different types.
Each asset uses one or another master material, which allow you to tweak their visual appearance in detail.
[V7] Since the Customer Update, you have to enable the Hair Rendering features in your project settings to support Groom. See Known Issue: Adding Character Editor to my project throws Groom errors for details.
[V6] Since Replication Update, please prefer using events and functions with
(Replicable)
in their names over their similar events and functions without that name extension to use network replication, correctly, unless you build some very custom logic.
In this documentation we will mostly describe Blueprints, widgets, and their functionality. For detailed information about what events, functions, macros, and variables are used exactly – or which must be adjusted – please head over to the desired Blueprints and follow the graphs. We commented the most important functionalities, while the rest should be self-explanatory for an intermediate level of Blueprint experience.
The Character Editor consists of various main pieces as described below as an overview. For technical details click their respective links or read further into the documentation as the next chapters cover their topics.
With this documentation we would like to kick start you right into development with your new assets by providing the character blueprint mentioned above. It is set up with the two Blueprint components BP_CharacterCustomization and BP_CharacterEditor, they are described in their respective chapters.
Since we develop this project besides our full-time jobs and know the product by heart, it may lack on some documentation every now and then. Thus, we kindly request any suggestions for assistance to enlarge the docs and especially the tutorial section for topics that need more tutorship than raw technical explanation.
Of course, if there are any questions, simply drop us a line via mail or chat.