[Question]Dual quaternion skinning?

I know that dual quaternion skinning supported by UE3, but requires full source engine version.

In UDK it’s never been enabled.

What about Rocket?

Hi Dmitry,

DQ skinning has been removed from UE4 entirely.

Cheers,
Michael Noland

Can you explain the reason?

We never enabled it for any game, as things must be authored for it from the beginning and cannot be switched over without undesirable artifacts. We didn’t want to support two rendering paths, so we removed the dead code.

Cheers,
Michael Noland

Ok, I see.
Maybe it’s even better choise.
Thank you!