you could make an invisible skeletal mesh which has bones that they attach to. This could control the animation for the actors. If that doesn't work I can't help you with the unrealscript. I just don't do that kind of thing.
You can easily export from the content browser one of the default skeletal mesh that you can find in any game Template. I'm not sure if there is an official mesh somewhere in the documentation otherwise.
The most reliable way to do this in udk is to export separate files for each LOD and then import them using the "import LOD" menu. I'm not sure if there's any other way for skeletal meshes actually.
no, thats for image rgb parameter in photoshop. not in udk, idont change anything in udk but for static mesh, the regular tangent normal map + lightmass is perfectly seamless ... :( why skeletal mesh is different lol
Yeah, I didn't really know what I wanted this guy to be, just that I wanted him to have some streamlined sort of skeletal connections coming out of the back of his head.
https://www.unrealengine.com/marketplace/en-US/product/skinned-decal-component As you know by default decals do not follow the bone deformations in Unreal Engine, this plugin allows you to project decals that follow bone deformations on skeletal meshes.
https://www.youtube.com/watch?v=8mpjmf9cHos
Normally people just use scrolling or panning uv, completely in the material. https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/HowTo/AnimatingUVCoords/ As far as I know, animating the UVs isn't supported for static or skeletal meshes.
Do you maybe have compute skin cache enabled in the project settings? Or recompute tangents? For correct normals with Alembic? From our experience, those can mess up the normals of skeletal meshes.
Looking forward to the piece for sure! For the shield, maybe a kraken head, or skeletal shark head might be good alternative? Since he's probably risen by some Bilgewater gawd? And a starfish mustachio! Good luck with it :)
It looks like it's not really the right shape, running more or less straight across the torso instead of curving around to link on to the top of the shoulder. Grab yourself some skeletal and muscular reference of the shoulder area