x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Office Holiday

Epic Games' offices will be on holiday from June 22nd to July 7th. During this period support will be limited. Our offices will reopen on Monday, July 8th. 

Correct way to export small, animatable objects into UE4

Ex. Keyholes in a door, or the switch on a light switch. Say I want to turn the keyhole and press in the switch. There are three ways that I know of to accomplish this:

  1. Using a skeletal mesh

  2. Using morph targets (wouldn't work for rotation, and would need to redefine morphs for every single model even if the desired animation is the same)

  3. Splitting up movable components (keyhole/switch) into a separate .fbx, then setting them as a child static mesh component of the base mesh (door/light switch panel)

The first two ways seem like overkill for what are super simple animations, while the last way would require exporting many separate, tiny parts of the same object (and then having to reposition them after import). Is there another way to go about this? If not, which method would be the most desirable for this situation?

Product Version: UE 4.7
Tags:
more ▼

asked Jul 03 '15 at 05:03 PM in Using UE4

avatar image

sgp
166 32 42 56

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

2 answers: sort voted first

Hey sgp,

Sometimes using a skeletal mesh or morph targets can be the best way to get the result you need. But for very simple animations I would recommend using option 3 and animate it inside UE4 using a timeline. It's the most flexible solution and generally cheaper performance-wise.

Hopefully we'll get static mesh animation support in the near future!

more ▼

answered Jul 08 '15 at 01:48 PM

avatar image

Efrye
261 19 30 37

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

This tutorial : Digital Tutors 'Intro-to-Blueprint' has the best and simplest 'overlap' light-switch tutorial I have seen. As for the turning lock, I bet even a simple Open Treasure Chest tutorial on Youtube would give you what you need to do that in either Timeline or Seqencer etc.

more ▼

answered Feb 10 '19 at 05:00 PM

avatar image

NextWorldVR
0 2 4 7

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question