该项目是一个为Unreal Engine 5.6+设计的大型冒险游戏机制框架(AGLS V1.7.0已适配UE5.7),基于C++(五个插件)但完全无需修改源码,所有改动均可通过蓝图完成;仅兼容Windows,不支持网络同步。约2500个动画文件虽绑定至UE4 Mannequin,但项目包含实时重定向至UE5 Manny(兼容MetaHuman骨骼结构)。在最新UE5.7版本中,重定向质量显著提升,手部与手指放置更精确,不再需要通过蓝图在运行时调整IK Rig的BlendToSource值;同时保留简化版MetaHuman资源(将多个骨骼网格合并为单一资产),作为替换默认玩家网格的有用参考。

支持软件:UE5.4-向上兼容
资源类型:UE蓝图

UNREAL ENGINE 5.7 – AGLS V1.7.0 | Retarget To UE5_Manny And MetaHuman Update

For AGLS v1.7 on UE5.7, I managed to significantly improve the quality of retargeting to a skeleton that follows the bone structure preferred by Unreal Engine 5. The entire setup is still based on real-time retargeting, but with newer engine versions, Epic Games has expanded and improved the tools and features related to this aspect of the engine. I think the current configuration handles hand and finger placement much better. Additionally, the current solution no longer requires making runtime changes to the IK Rig via Blueprint (for example, adjusting the BlendToSource value during gameplay).

I also left MetaHuman related assets in the project. In this case, however, I used a simplified bone structure and merged multiple SkeletalMeshes into a single asset. I think this can still serve as a helpful reference for how to replace the default player mesh.

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