Today I have another tutorial for you, this time discussing how you can import new animations into Unreal Engine and re target them against your character.
For my example I will be using a character from Mixamo, which is a site support by Adobe that has various 3d models and animation resources for folks to use. Since the animations come with their own skeletal definitions you have to re target them otherwise they will be unusable when you bring them into Unreal.
This week we are going to cover a topic I discussed already but now you have it in a video format, exciting ! no ?
Specifically we are going to talk about Visual Studio Code and CLion as alternative IDEs for the Unreal Engine C++ workflow and some of the nuances that come with trying to integrate them.
Thank you all for your support and keep checking back for more.
In the spirit of show casing alternative ways of working with Unreal and C++ I wanted to share with you guys how to use Visual Studio Code as your primary IDE.
Visual Studio Code is a fairly lean IDE based on the Electron framework that was designed to tap into the market of Sublime, Atom, etc etc but it works just fine as a C++ editor.
Similar to my earlier post there are a few prerequisites you need to have available / installed to follow this tutorial:
Deleting Visual Studio Code references and changing back to a different editor
In case you are not happy with Visual Studio Code and want to revert things back to use Visual Studio I recommend cleaning up the files the VS Code integration generated.
Specifically the following folders / files inside of your root project:
.vscode/
[PROJECTNAME].code-workspace
Once this is complete you simply follow the initial set of instructions but instead of picking VS Code just select Visual Studio 2015/2017. This should then give you the option to re-generate the Visual Studio project within Unreal Editor ( File -> Refresh / Generate Visual Studio Project )