Usage Example #4
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Hello, Are you able to provide an example of how you have used this class to generate the skeletal mesh? I've been trying to implement this into my game but I keep getting crashes during the PostLoad function. I think it might be the way I'm importing the mesh but I'm not too sure. |
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Replies: 6 comments 12 replies
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Hey!
This is how we use it, and remember that both |
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The indices seems to be correct, i think it's the verticies that are being incorrectly imported. How are you filling your surface data, if you don't mind showing me an example? |
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Sorry but it's a bit too complex our use case to easily share it in an helpful manner. Few things to be aware off; each surface has all the data relative to the surface itself:
Recently, I've added an function that perform the decomposition of a If you figure out the problem, please consider to suggest some documentation, and if you keep having issues please post a sample. |
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Dear Developer I have a question for you. I tried the method proposed by @Mr-Craig witch I used as a blueprint function. The method proposed returns a SkeletalMesh. Now, how can I replace the character mesh with the mesh just loaded from file during runtime? |
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Hello, thanks for providing this plugin! Though currently I'm failing to do a simple asset loading example, I wonder if I could get some help. I tried to load a skeletal mesh to an actor component, using the code(and blueprints) provided by @Mr-Craig , using UE 4.27.2, and two things keep happening, any complex FBX (such as the UE Mannequin), UE crashes, and simpler models won't show(a cube with a single bone). Then I tried to load simpler models, I made a Cube in blender with a single bone in the middle, I passed the Mannequin base skeleton and a material from the Sample Starter in blueprints. In this case it doesn't crash, but during playtest, nothing appears where the model should be. I thought that maybe the Assimp I compiled could be the culprit, so I made a simple importer for .OFF 3d model files, I made a function similar to the one @Mr-Craig provided and tried to load .OFF models with SkeletalMesh, but again, it does not crash, but nothing appear where the model should be displayed. And I'm not exactly sure where things are going wrong. The same issue happens with @Mr-Craig code, and with mine. I wonder if the problem is with the 3D models I'm trying to load, or with the plugin or something else entirely. Here's my .OFF importer code(https://en.wikipedia.org/wiki/OFF_(file_format)):
Any help is appreciated. |
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I just uploaded my full sample (the farthest I went with this) here: But basically, if I remember well, your skeletal mesh is formed of several "surfaces" each surface is basically a "model", in other words, vertexes, uvs, bone indexes weights. when you call GenerateSkeletalMesh you pass it three parameters, From that project
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Sorry but it's a bit too complex our use case to easily share it in an helpful manner.
Few things to be aware off; each surface has all the data relative to the surface itself:
Recently, I've added an function that perform the decomposition of a
USkeletalMesh
FRuntimeSkeletalMeshGenerator::DecomposeSkeletalMesh check it to get some context on how the surface array is supposed to be created.If you figure out the problem, please consider to suggest some documentation, and if you keep having …