If we look at all the packs on the marketplace, there's a good number of character animation packs that use the default UE4 Skeleton. There's also packs that have a few animations for the character along with them like for vehicles or animated mounts and stuff.
The problem is that each of these are associated with a different copy of the same skeleton, causing many UE4 Skeletons, Meshes, AnimBps...etc to be scattered throughout our projects. This is especially confusing when you try to do a cast and you have to choose one of seventeen available "ThirdPersonCharacter" blueprints.
We have tools like retargeting skeletons and animation blueprints but my question is, what would be the most efficient approach to consolidating everything into one skeleton and one animation blueprint?
Let's just assume I'm attempting to implement literally every single thing on the marketplace. Is there something we can do upon content migration to help organize it?
Thanks for any advice.
asked Feb 23 '16 at 09:40 PM in Marketplace
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