


Documentation of these libraries will help.

Specifics of the implementation depend on your needs. Those components have functions such as CreateMeshSection, which have as input parameters those same arrays of vertices/uvs/etc. This data then needs to be displayed.įor displaying mesh data, you can use Procedural Mesh Component which is included in the engine, or a free open-source alternative, which has several improvements: Runtime Mesh Component. Then you need to include the binaries/includes in the engine: help for that here (and elsewhere on the internet, just search "include third-party library in Unreal).Īssimp can import many file types, and give you arrays of vertex positions, UVs, normals, as well as triangle data. You need to compile it for needed platform (the documentation of the library is good, it describes how you can do that in detail). It will work for both Blueprints and C++ versions of these templates.This task requires two separate things: importing mesh data from a file, and displaying the mesh data.įor importing mesh data, it's possible to use the open-source cross-platform 3D file import library, assimp. If your project is based on one of the following templates, you can use this more general setup. Unreal Engine (UE) is a 3D computer graphics game engine developed by Epic Games, first showcased in the 1998 first-person shooter game Unreal.Initially developed for PC first-person shooters, it has since been used in a variety of genres of games and has seen adoption by other industries, most notably the film and television industry. Delete the ThirdPersonCharacter that is already in the scene and then click the Play button in the Toolbar to test it out. In this example, we selected the Mixamo_Maw character.Ĭlick on the Compile button to compile the Blueprint, then save your Blueprint. Select the a character from the Mixamo Animation Pack. In the Content Browser, navigate to Game/ThirdPersonBP/Blueprints.ĭouble-click on the ThirdPersonGameMode GameMode Blueprint to open it.Īfter selecting the Class Defaults button in the Blueprint Editor, expand the Default Pawn Class dropdown.

If you are using an anim pack from a different version than your project, you will need to select the "Show All Projects" checkbox and then select correct version before being able to add the asset pack
