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Showing posts from April, 2017

Master pose vs copy pose vs mesh merge in UE4

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Since I get this question so often, I'm just writing quick summary for each. When you have different parts of bodies, and you want to allow players to pick which part they want, we have multiple choices, and people are wondering what are the main differences. Say you have head, upper body, lower body, and how do you allow them to pick and what are the differences? 1. Master Pose Component - This is Blueprint callable action that you set Child->SetMaseterPoseComponent(Body) , then Body becomes the master of Child , which means Child will follow whatever Body does. - Behind of scene, Child does not have any bone transform buffer and it doesn't run any animation system even if you set AnimBP on the Child , and it just uses Body's bone transform buffer when rendered. This makes very light weight attachment system. Only component that has to run animation is Body , and all attachment will just use Body's bone transform. - This does not reduce render cost. You