Hair
More information about how default Hair work
The default Blueprint version of the ParamHandler
has been migrated to C++.
It remains available only as a reference to understand the logic, but it is not used in the official template project.
BP_ACC_PH_HairStyle
The param handler which allow user to change the hair mesh
In the default example the key HairStyle will be associated to the class handler BP_ACC_PH_HairStyle
Default code on ACC:
- Image
- Blueprint UE
All other keys/parameters will work on the same ways
BP_ACC_PH_HairColor
When receive this parameter the class will apply Hair Color in all creation instances
- Image
- Blueprint UE
Globally the function ApplyHairColor will call SetColorParameterValueOnMaterials from HairColor parameter name
This change a color on the material
Example: How to Add a Hair (e.g., ID: 4)
To add hair (like heads, eyes, or any other elements), you need to add it to the corresponding DataTables.
There are 3 main steps:
- Add the element in its respective "MeshData" DataTable.
- Add the element in the UI DataTable (used to determine its display in the UI).
- Add the element’s ID to the
CreatorUIDataAsset
to activate it in the Creator UI.
DataTable: "MeshData"
Important: IDs must always be:
- Numeric
- Unique
- Placed in both the
RowName
and the structure itself
In this example, I add the hair asset in the DataTable DT_ACC_EpicHmn_A_Hair
, as shown below:
DataTable: "UI"
Now, do the same in the corresponding UI DataTable. In this case, it’s DT_ACC_EpicHmn_UI_Hair
.
How do you know you’re using the right DataTable?
As always, get used to checking references using the Reference Viewer. This tip applies to all assets!
CreatorUIDataAsset
Don’t forget to activate your newly added element in the CreatorUIDataAsset
of your species. This defines what is available for use in the in-game creation UI.
The filter system allows you, in production, to keep certain elements out of the in-game creation menu (e.g., unlockable items).
Where is the asset from? As always, use the Reference Viewer.