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[Unreal Engine] How to export Animated Models from Blender to Unreal Engine 4

[Unreal Engine] How to export Animated Models from Blender to Unreal Engine 4 Hi guys, this will be a very short tutorial. I noticed some problems when exporting from blender and importing in Unreal. So here is a quick lookup article to refere to, whenever you have problems. model your character or whatever rig it, create animations rename “Armature” to something else (this is most important) import in Unreal Engine See the screenshots below: Hope, this helps. Written with StackEdit .

[Unreal Engine][C++] How to create a custom CharacterMovementComponent

[Unreal Engine][C++] How to create a custom CharacterMovementComponent A Custom Character Movement Component Used Unreal Engine Version: 4.22 Since the Unreal Engine Wiki is somewhat outdated in specific areas and I am not allowed to edit there, because they are working on a new one, I spare you the hassle to figure it out for yourself and present to you: the custom character movement component :D If you want a character that supports more movement types, you have to extend character movement component. Here is how to do it: First, create a new class inheriting from UCharacterMovementComponent : // MainCharacterMovementComponent.h UCLASS ( ) class MYGAME_API UMainCharacterMovementComponent : public UCharacterMovementComponent { GENERATED_BODY ( ) public : UMainCharacterMovementComponent ( const FObjectInitializer & ObjectInitializer ) ; protected : virtual void InitializeComponent ( ) override ; virtual void TickCompone...

[Unreal Engine][C++] How to create a simple trigger actor

[Unreal Engine][C++] How to create a simple trigger actor A Simple Trigger Volume in C++ Used Unreal Engine Version: 4.22 This is the first post of a small series of Unreal Engine C++ Tutorials. Keep in mind, that Unreal’s API changes rapidly and often. I still hope, this may be of some use to others. Coming from Unity, programming in C++ for Unreal is rather painful. I hope to give you some assistance and make life a little bit easier. Whay, would you say, should we make our own trigger actor? There is ATriggerVolume , right? Yes, there is, but inheriting from it is difficult and rather undocumented. I tried and failed. Yes, we have to give up some of ATriggerVolume 's functionality, but we learn a lot and at least we know exactly what it’s doing. First, we’ll create a new C++ class, inheriting from Actor , called SimpleTriggerVolume . Let’s add a protected property to hold a reference to our trigger component: /** Shape of the trigger volume componen...