How to replace Unreal Engine Sprites in flipbook? - unreal-engine4

So I've been making a Paper 2D program with Unreal Engine, I've done all the blueprints needed to make it show the flipbook when walking, and I used that generic blue character.
I want to replace this character sprite with my own pngs, so that I do not have to rewrite all the blueprints from scratch again.
New character
Old character

Related

Unity GameObject in not visible in Scene

Hi, I have a question when building my first unity project. So currently I am trying to create a character and add it into my scene.
As you may notice, the lower part of the picture are my characters, and the center part is my scene. However, after I adding the character into the scene by adding it in Sprite Renderer, instead of having the right character, I can only see a small circle. However, in the game the character appears perfectly. Therefore, I wonder if I can try something to make the character also be visible in the scene as well.

Unity: Is there a 2D equivalent to the avatar mask that is used on the animator layers?

I am creating a 2D game and I want to add a shooting animation to my character.
I want to add it in a different animation layer so it will affect only the upper body part of my character while not breaking the basic movements animations such as idle, run and jump.
In tutorials and guides, I saw the usage of an avatar mask on 3D models.
Is there an option to use that masking on a 2D character?
Thank you :)
No, Unity doesn't provide out-of-the-box solutions for 2D Avatar Mask. One thing you can do to emulate this feature is split you character's body parts (arms, legs, torso, etc) into different animations, then assign each a Layer in the associated Animator Controller and control them programmatically via script.

What unity tools should I use to draw 2d sprites on the screen?

I am writing that in the likeness of a visual novel in unity. But not much oriented in its tools and assets. The idea is that I only need to draw certain sprats within the screen: characters, background, text, effects.
But only within the boundaries of the screen and it is desirable to control the position of these sprites should be in relative coordinates at the screen itself.
But what is better to use for this?
I assume that canvas suggests something similar (a UI display which should not go beyond the boundaries), but even if how exactly to draw? put panel on top of each other with alpha channel for each "layer": background, character, text?
But how then to move sprites?
You could use the ganvas ui of Unity to put your backgrounds, Text and decision Buttons on the screen.
Then you should create a Dialogue Parser Script wich takes a text file, which will hold the actual text of what is happening and then present that text to the player.
The file should contain information of the character, what each character should say, and what choices to give the player.
Then you need a script that will actually show the game dialogue.
But I think there are plenty usefull tutorials on youtube and so on to create a simple 2D visual novel game.
If you never did a 2D Game in Unity before you could take a look at the 2D Game Tutorials:
https://learn.unity.com/project/creator-kit-rpg?language=en
This tutorial teaches you this 2d game creation fundamentals and only take one hour.
If you want to create a visual novel game without programming you could use this free Visual Novel Toolkit from the Unity Asset store:
https://assetstore.unity.com/packages/templates/visual-novel-toolkit-free-9416

Swaping Characters [Not Material but Skeletal Mesh] In a level Unreal c++

So I was working on a proto where I want to implement a character swap functionality in the game.
I'm not talking about swapping the camera component from one character to another or changing the material used in a mesh, but rather changing the whole skeletal mesh so that the player can use the new character to complete the mission/Level.
(Note: The swapped character will have different animations, attacks and everything).
I Saw some Bp tutorial in youtube but they use "Set Skeletal Mesh" which can easily change the skeletal mesh using some conditions... but I want to implement this in c++.
Can anyone Help me to understand the logic...The Logic I have in mind is to use an array to store the Uskeletal component and choose the meshes available but I don't know if this is possible or optimised.. !! Valid Suggestions will be Greatly appreciated (Sry for the spelling and Grammer)
You can keep an array of skeletal meshes as UPROPERTY on your character class. Just keeping them around does not automatically visualize or use them in any way.
To do that you need to create and attach a USkeletalMeshComponent to the character. If you look at component's interface, you will see a SetSkeletalMesh(class USkeletalMesh* NewMesh) method you can use to actually set the mesh used and rendered by the component.

Can I use the same animation model on multiple 3D characters in Unity3D?

I am creating a game in Unity3D.
My character animation is in the form of stickman animation files but can be either Maya or Cinema4D.
Is it possible to have multiple 3D characters and swap between them in game - however, use the same stickman animation as their movement underneath?
Would the characters need to have the exact same skeleton?
Basically you can use the same animation for more than one model according to the book Creating 3D Game Art for the Iphone with Unity by Wes McDermott (some excerpts available at Google Books.
Citing page 143: Another aspect worth mentioning is that you can reuse animations on different characters as long as their hierarchies are the same based on how the Animation Component references objects.
I tested it some time ago with a 2nd rig being synchronised in parallel and it worked.
So the skeleton should be identical at least the bone names need to be present. Swapping characters is possible and mainly used for death animations. In this situation you have a kinematic rigidbody whose physics components are then transformed into ragdoll. I see no problem to extend this to the whole character.