Unreal Engine 4.16?

Discuss issues pertaining to the various game/web runtimes of Creature here.
sinspaw
Posts: 17
Joined: Tue Jan 26, 2016 4:14 pm

Unreal Engine 4.16?

Post by sinspaw » Thu Jul 06, 2017 7:52 am

Is the run-time ready for the current version? If not, when will it be available?

Thanks

chong
Posts: 1178
Joined: Thu Feb 19, 2015 2:21 am

Re: Unreal Engine 4.16?

Post by chong » Thu Jul 06, 2017 3:47 pm

Runtime was updated for UE4.16 back when it was released, here are the changelogs:
https://github.com/kestrelm/Creature_UE4/commits/master

Cheers

sinspaw
Posts: 17
Joined: Tue Jan 26, 2016 4:14 pm

Re: Unreal Engine 4.16?

Post by sinspaw » Fri Jul 07, 2017 4:51 am

Thanks for the response.

I wanted to ask - I've not understood this yet fully - can I switch between Json's for my Creature Component using blueprints?

I want to have a lot of costumes for the character and only one image of 4096x won't do. What is the best way for me to switch between projects?

Thanks again.

chong
Posts: 1178
Joined: Thu Feb 19, 2015 2:21 am

Re: Unreal Engine 4.16?

Post by chong » Fri Jul 07, 2017 5:07 am

Hello,

You can try setting the Creature JSON in BP but I am not sure if it will be safe since the memory for all the meshes etc. will have been allocated.
Instead, you should create 2 separate characters both referencing different JSONs. You then hide/unhide them based on which one you want to show. It should essentially accomplish what you are trying to do.

Cheers

sinspaw
Posts: 17
Joined: Tue Jan 26, 2016 4:14 pm

Re: Unreal Engine 4.16?

Post by sinspaw » Sat Jul 08, 2017 5:13 am

So far so good. I've been trying out the Skin Swapping feature and most of it works really well.

However, there's one part, which is crucial to me, which is either not working or I'm doing it wrong.

"Add Skin Swap" is only recognizing the first entry of the array (entry 0). I've tried it with different regions and only entry 0 of the array is loaded, although it does load any region.

Can you tell me if I'm doing something wrong?

In theory the MakeArray should work. And just to make sure I've also tried to change the default values of the array but it still doesn't change anything other than entry 0.

Any help would be much appreciated.

Image

chong
Posts: 1178
Joined: Thu Feb 19, 2015 2:21 am

Re: Unreal Engine 4.16?

Post by chong » Sat Jul 08, 2017 6:13 am

Ok, can you sync again with the latest GitHub changes please :)
I just patched in a fix. Sync from the Creature runtimes GitHub, clean and rebuild the plugin in your project.

Thanks

sinspaw
Posts: 17
Joined: Tue Jan 26, 2016 4:14 pm

Re: Unreal Engine 4.16?

Post by sinspaw » Sat Jul 08, 2017 6:39 am

Okay, that was awesome. You just fixed it in an hour! I have to say this gives me great confidence in the product. Good job :D :lol: :)

One question - when I update my project in Creature, should I replace my creature assets in UE4 when I update the export or can I just re-import the asset files and it will work?

Thanks!

chong
Posts: 1178
Joined: Thu Feb 19, 2015 2:21 am

Re: Unreal Engine 4.16?

Post by chong » Sat Jul 08, 2017 6:41 am

Hello,

I recommend you replace the creature assets in UE4, or use LiveSync to replace them. If there are multiple assets though, I recommend replacing the creature assets as a safety measure.

Cheers

sinspaw
Posts: 17
Joined: Tue Jan 26, 2016 4:14 pm

Re: Unreal Engine 4.16?

Post by sinspaw » Sat Jul 08, 2017 7:34 am

Okay, thanks. I'll stick to reimporting.

Another question if you don't mind, is there any downside to increasing the resolution of the meshes in Region more? Does it consume more memory?

Thanks again :D

chong
Posts: 1178
Joined: Thu Feb 19, 2015 2:21 am

Re: Unreal Engine 4.16?

Post by chong » Sat Jul 08, 2017 7:52 am

Hello,

Yes it does consume a bit more memory, but it also depends on how you are animating those meshes. If you mostly driving them with bone motors, the increase is not that large. If you are driving it with mesh deformation motors, then you will be looking at a much greater increase.

Cheers

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