⮆ïļUpdating from 0.3 to 0.4

This page serves as a guide for those who have a project already setup with the plugin 0.3

From v0.4, we implemented a new paradigm where the retargeting is done on server side. To benefit from this upgraded emote quality, please follow this guide.

Update via git

Go to the plugins folder and git pull the latest version of the plugin

Register your avatar

Go on https://portal.kinetix.tech and upload your avatar as a .fbx file.

Add and setup your avatar correctly.

Animations generated BEFORE adding your avatar will not work with your newly added avatar.

After your avatar is successfully processed you can create new emotes and play them directly on your pawn in game.

Your setup is done. Click on "Display ID" and copy it.

Now let's get back to Unreal.

Editing the pawn

Components

Now the pawn doesn't need 2 skeletal meshes anymore as the animations downloaded are directly retargeted for the given rig server-side.

Remove the SkeletalMeshComponent "SkeletalMeshSource" and just let your own SkeletalMeshComponent.

You can refer to Avatar system in Unreal Engine for more details

Code

On the code, there is a new variable that comes with the Avatar uploading on the dev portal, the AvatarUUID.

After you have register your anim instance with its AvatarID, you can follow the same path to download an animation until you reach LoadLocalPlayerAnimation node:

If nothing shows or you can't play the animation, verify that the status of your avatar on the dev portal is "Available"

Networking

A new way of networking that saves a lot of bandwith and resources is to disable the SendPose in Project Settings > Kinetix Settings section.

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