Comments (11)
Try loading the props by themselves with no figures in the scene. Then select the prop and send to Daz To Unreal. The Asset Type should be set to "Static Mesh". This should import the prop into Unreal Engine and allow you to create a Slot on your Unreal character blueprint and then bind the static mesh-based prop to it.
Will try to automate this process for parented props in the future, but such a feature will probably not be implemented for the upcoming update.
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I will look into feasibility of creating a feature to bake all meshes of a pre-posed Daz figure into a single non animated character mesh. However, such a feature would probably not be done within the next 8-9 months.
As I have previously stated, Will try to automate this process for parented props in the future, but such a feature will probably not be implemented for the upcoming update.
This solution will produce an animatable character, but you should be able to use it as a non-animated character too, and has a better chance of being completed later this year than the baked solution above.
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Sorry, for the misunderstanding. Please let me reword what I have said in clearer language:
I. I will make an update so that props are automatically attached to figures, in the correct position. It may not be done before the next official Bridge release (which will happen around first week of March). However, it will be in ready in a follow-up update or hotfix as soon as possible.
II. Based on your detailed request and use-case for a non-animated character with props, I offered to look into making a separate feature that allows generating a game object in Unreal that has the Daz figure and all props in the EXACT pose that it is in Daz Studio, but it can not be further posed or animated in Unreal. This is the meaning of "BAKING" an object. This would be a completely separate, new feature that has to be written from scratch and will not be ready for 8-9 months.
III. The feature that you think was removed from an earlier version is actually still there and is built into Unreal Engine.
1. In Unreal Editor, click Edit -> Project Settings...
2. This opens the Project Settings window
3. Scroll down on the left-hand side to Plugins - Daz to Unreal Settings and click it
4. In the main section, find "Show FBXImport Dialog" and put a check in it
5. Send your Daz Figure with all attached Props to Unreal as usual
6. You will get an FBX Import Options window
7. Find the option for "Import Meshes in Bone Hierarchy" and put a check mark next to it. You may have to resize the divider to read all the words.
8. Click Import All.
This feature was unchecked by default because it does not work well in many cases. The next update in the first week of March will focus on fixing a lot of the Fbx incompatibilities causing this to feature to break. It is a very major update with a lot of internal changes, so that is why I might not be able to fit in the feature I mentioned above.
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I don't know how long it will take right now, but if the feature does not make it into the next update, I will try to give an estimate at that time.
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Related Issues (20)
- Empty Actors in Level when exporting as environment
- Add support for UnrealEngine 5.4 HOT 6
- Stand based support in UE 5.3
- Unreal 5.4 HOT 7
- Error on loading 5.4 HOT 7
- Not so much a question, but a slight workaround
- Auto Jcm
- Genesis 8.1 Retarget does not work HOT 1
- Genesis 8.1=> UE 5.1 Animation Transfer Error on Feet HOT 4
- CtrlRig does not work in 5.4
- Daz to Unreal 5.4 character export: UE doesn't fetch the changes. HOT 1
- Deformer plugin crashes unreal 5.4 randomly making dtu and unreal unusable HOT 4
- Need T-pose option or as standard
- Genesis 9 to UE5.4 retargeting animations not working correctly HOT 1
- G8导入虚幻引擎5.4,脚步IK无法正常运行(G8 import Unreal Engine5.4, step IK is not working properly)
- Hands and feet are crippled when importing any character UE 5.4 HOT 1
- Version 5.4, after packaging the project, the EXE program cannot run properly. HOT 1
- Lost Morph Driver in PostProcessAnimBP, JCMs invalid.
- The DQS deformer does not support scale bones.
- Plugin version 2023.1.2 not working with UE 5.4.2 HOT 1
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