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Character Model Sliders

Guide written by: Dytser

Research contributed by: FrancisLouis

For a while now it wasn't clear how the models handle the different shape sliders we can adjust at the start of the game. But after some research done on the discord its found out that Shape Keys is what's controlling this.
However the downside is that despite now knowing what's controlling them, it would seem like the export from F model or importer into blender breaks these. So they have to be recreated.

What's controlling it?

In order to make Shape Keys work you have to manually add these in blender.
For each body bone there is a max and a min Shape Key controlling what happens when you go above or below 50% in the sliders.
If you want to function for both lower values and higher than 50% you need to edit both.

Inside Blender

Shape Key Groups

Maximum groups

Body partShape Key name
BodyBS_Torso_max
LegsBS_Leg_max
ArmsBS_Arm_max

Minimum Sliders

Body partShape Key name
BodyBS_Torso_min
LegsBS_Leg_min
ArmsBS_Arm_min

Controlling your Shape Keys

Adding Shape Keys

Select your model and go to the data tab.
look beneath vertex groups section and click the + icon in the Shape Keys
Adding Shape Keys
Now name them based on the table above.

Editing Shape Keys

To edit your Shape Keys select the one you would like to edit, Set its value to 1 and make sure to click the "Edit" button.
Editing Shape Keys

Export and import into Unreal Engine

Exporting from Blender

When exporting to FBX it's important to ensure that "Apply Modifiers" is turned off in the geometry tab.
Apply Modifiers toggle, Contributed by FrancisLouis

Importing Into Unreal 5.11

When importing your FBX into Unreal make sure to go to
Mesh>Advanced
And toggle on the "Import Morph Targets" before importing
Import Morph Targets, Contributed by FrancisLouis

Testing your Shape Keys/Morph Targets

Open the mesh and click the morphs tab