Any Xandra Character Packs can be used and customized without Xandra Character Creator
Please refer to this documentation as a start-up guide. it contains solutions to many frequently asked questions.
Xandra Characters contain example blueprints for customization, movement, and ARkit animation. In order for these features to work in your own project, some settings must be changed:
Setup your Own Project:
- Enable Virtual Texturing Support in your project settings. Virtual texturing is required to make body and head materials show correctly. This solves a common problem where the body material appears on the head.
- Enable the Plugins: Apple ARKit,
- Apple ARKit Face Support
- Live Link
- Control Rig
- Enhanced Input
Are the materials still not displaying correctly? Please follow this video here from the linked time.(This is due to an Unreal Engine update, I am currently working to update all of my older projects to avoid this step)
Migrate the Models:
- Open my character project in the same version of Unreal Engine as your existing project (Works with 4.25 - 5)
- Right click on the Character Demo Maps (starts with: "L_") in my character project.
- Select Asset Actions > Migrate, then choose the content folder of your existing project.
Once that is done, reopen your own project.
Making a new custom character:
- Make a duplicate of the character blueprint
- Open the blueprint, or drag and drop it into a level, You should see all the customization parameters when scrolling down in the details panel on the right hand side.
Swapping Modular Parts:
Modular parts can be changed in the blueprint.
- Look for the component you want to change, such as “Torso”, or “Legs”
- In the “Mesh” section of the details panel, search for your replacement model.
Saving your customized character:
- If you edited the blueprint directly, you may simply save and use it
- If you edited the character in the scene, "apply instance changes to the blueprint" to save.
- If you didn’t duplicate the blueprint, and want to save your changes as a new character instead of overwriting, by creating a "child blueprint class".