The modeling tools in Unreal changes how to see and use the engine. It makes creating environment and character chunks easy. Just do it all in one place.
Got the system in and working. Chaos collection are currently buggy and may have to use an actor wrapper workaround to prevent crashes. Will take another solid day to put the bow tie on this system and get back to completing the game. This is the hardest system to build because it's entirely about "what is" the best…
Clean and clear transitions. Make a fully dynamic pose and keep it in control rig. Use Unreal script to blend it. Now the jump into drop-kick has a clean and always instantly adjustable transition segment. Takes only a minute to set up but is always good results and can always be edited without stupid timeline bake…
The next step is bow tie up an old code experiment I created in Unreal with Chaos. It's a simple character destruction system that is really fun and good-looking. Youtube video of it in action. Also finished up the key base char mesh in zbrush and even have the skel for it. https://youtu.be/zUZU3I5pI70?si=qFlhzeE_UVfGSGyv