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Replace Mannequin with BP character

I have close combat swords man Here; https://www.unrealengine.com/marketplace/close-combat-swordsman And got the Modular Medieval Warrior Here: https://www.unrealengine.com/marketplace/modular-medieval-warrior

Replace Mannequin in close combat with BP character in Modular Medieval Warrior The idea is I want to play close combat swordsman mode (keeping everything and replacing player) using the Modular Medieval Warrior character

Product Version: UE 4.18
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asked Dec 29 '17 at 09:41 AM in Blueprint Scripting

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avatar image jajo1399 Dec 30 '17 at 07:21 PM

I can't seem to make this work well Here is my issue https://youtu.be/6-ETvMlFcuI

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Hey there, do they share the same skeleton? If they do you just import the new skeletal mesh and on the skeleton import option you select the same skeleton (which prevents it from creating a new one), and on the character blueprint you go to the mesh component and select the new one.

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answered Dec 29 '17 at 11:43 AM

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avatar image jajo1399 Dec 30 '17 at 03:57 AM

They share the same skeleton and I don't use import for Modular Medieval Warrior it adds content to my project. It is a character creator blueprint. What I need is to create a character using it and place it in the player blueprint in close combat swords man.

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avatar image xlar8or Dec 30 '17 at 12:29 PM

I'm assuming the modular character has a bunch of static/skeletal meshes for each part that you can attach, and that does not exist on the sword blueprint. If that is the case then it's tricky because each one has its own funcionality to make things work, i would say you need to merge the least complicated blueprint with the most complicated blueprint.

avatar image jajo1399 Dec 30 '17 at 04:32 PM

Yes! the modular character has a bunch of static/skeletal meshes. I already Know how to merge the two in my level. What I need is replace the sword blueprint named Pawn_Close Combat (the one on the right in the above image) meshes with the modular character named BP_Medieval Warrior_01 (the one on the left in the above image) Keeping the animation BP and everything else intact.

avatar image xlar8or Dec 30 '17 at 10:15 PM

Thanks for the video it helped understanding better your issue. I would say that your enemies are expecting the hero to be of a certain type in order to react to them properly, and obviously they are not because you are getting a cast error. So you can either try to make your warrior be part of the Hero class hierarchy or, if that is not possible, you might need to take a look at the enemies code and see the specific dependencies he needs (specific casts, function calls, etc) specific to the original hero blueprint and adapt them for your warrior.

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