text
stringlengths
0
17.2k
Use Android File Server as a substitute for ADB for pushing and editing files for Unreal Engine projects.
Creating Bundled PSO Caches for Android
Step-by-step walkthrough for creating a bundled PSO cache for an Android device.
Reducing Android Binary Size
Current SDK Requirements
Current Device Compatibility
Getting Started
Development Guides
Packaging and Publishing
Debugging
Optimization
Remarks
Learn about options for decreasing the size of your project's binary files on Android.
Hand IK Retargeting
With the Hand IK Retargeting Animation Blueprint node, you can retarget IK bone chains, to correct fk hand locations when using animations with characters of different proportions.
Here, the same animation is playing across both Masculine and Feminine characters, as the Feminine character twists, their right arm is overextending in order to keep their hands connected to the weapon.
You can use the Hand IK Retargeting node's Hand FKWeight property to shift the prioritization weight of the set FK bone, to correct any over-extension.
In the example, the characters arms are being attached to the weapon, using a combination of the Two Bone IK nodes. The Hand IK Retargeting node is then being used to correct for the over extension of the character's left arm. The Hand FKWeight is set to a value of 0 to achieve this result.
Here you can reference a list of the Hand IK Retargeting node's properties.
Here you can select other bones to be moved. You can add bones with Add (+) and select a bone from the character's skeleton in the drop down.
Property Reference
Masculine Character with Hand IK Retargeting Node Disabled
Feminine Character with Hand IK Retargeting Node Disabled
Feminine Character with Hand IK Retargeting Node Enabled
Right Hand FK
Select the characters right hand bone from the characters skeleton to set as the Right Hand FK.
Left Hand FK
Select the characters left hand bone from the characters skeleton to set as the Left Hand FK.
Right Hand IK
Select the right hand IK bone from the characters skeleton to set as the Right Hand IK.
Left Hand IK
Select the left hand IK bone from the characters skeleton to set as the Left Hand IK.
IKBones to Move
Here you can select other bones to be moved. You can add bones with Add (+) and select a bone from the character's skeleton in the drop down.
Hand FKWeight
Here you can set the weight to favor the right or the left hand to correct for joint popping and stretching. For example, 0 would favor the left hand, 1 would favor the right hand and 0.5 would be equal weight. By default this property appears as a pin on the Hand IK Retargeting node in the AnimGraph.
Remarks
Additional bones to move could be weapon bones, or other bones used for object interactions.
Animation Composite
With Animation Composites (Composites) you can combine several Animation Sequences into a single asset that can be played back as one sequence. However, be aware that a Composite only stitches animation sequences for combining playback and does not provide any additional ability, such as blending. For a more advanced asset type that can be used to combine sequences and add additional functionality, please refer to Animation Montages for more information.
Like Animation Sequences, Animation Composites can also have Notifies and Curves.
You can create a new Composite inside the Content Browser by Right-Clicking (or selecting the Add New Button) and choosing Animation > Animation Composite from the context menu.
After creating the new Composite, you will need to specify the Skeleton asset with which to associate your new Animation Composite.
You can also create a Composite from an existing Animation Sequence by Right-Clicking the Sequence in the Content Browser and selecting Create > Create AnimComposite.
When creating a Composite from an Animation Sequence any present Notifies or Curves will not be copied by default. You can manually copy these assets by selecting them and using the hotkey CTRL + C and selecting the Notifies track in the new Composite asset and using the hotkey CTRL + V.
The Composite will now be accessible and indicated by a lighter shade of green to distinguish it from Animation Sequences.
Double-clicking a Composite will open Animation Sequence Editor and populate the editor with relevant properties and features.
In the Timeline, you can add Sequences from the Asset Browser, to the Composite track.
You can edit the order of the Sequences in the Composite by dragging them to the desired order. Sequences will snap into place either before or after another Sequence.
You can remove a Sequence by selecting one, Right-Clicking and choosing Delete Segment. You can also open the asset in its respective asset editor by selecting Open Asset.