I am either doing this wrong or something is very troubling.
First: My game has HUNDREDS of meshes that I created in CC3 and then imported into my Unreal game. So anything that requires me to do a "for each character..." thing is not workable. I hope that's not required.
Second, the instructions for upgrading Auto-Setup tell me to "Delete very CC Characters which has "CC_Auto_Setup_Material_Instances" folder created by Character Creator & iClone Auto Setup." I don't see any such folder. (I never imported meshes from iClone, just from CC3.) But I can't rule out the possibility that maybe there was such a folder at one point but then I reorganized materials into other folders and deleted the one named CC_Auto_Setup_Material_Instances. How can I tell whether I'm supposed to delete a character if perhaps that folder no longer exists?
Third, with respect to deleting characters: HELL NO. Like I say, I have HUNDREDS of meshes. These meshes are referenced in numerous data tables, data assets, and other places because I have a modular character system that allows me to change a character's armor, etc., so there are many references. Deleting these meshes, re-importing them, and then trying to re-trace where each mesh was referenced so I can replace it with a new reference is not workable. Please, we need an upgrade path that does not require us to re-do a huge amount of work.
Fourth, the instructions say to "Delete the "CC_Shaders" folder under Project > Content." But when I try to do that, Unreal points out that I'm about to delete assets that are referenced in various materials instances. (Lots of them.) Am I supposed to delete all these material instances? Or maybe replace the references to the shaders with null ptrs? If I do that, am I going to have to come back later and replace all those references with the new shaders? Again, this is a large volume of assets and references, and deleting/re-creating all those references is really not a practical solution.
Can someone please provide a WORKABLE way to upgrade Auto-Setup in a significant project that has hundreds of existing meshes and references to those meshes? Deleting everything and then re-doing it all is not realistic.
Edited
2 Years Ago by
kelbyvp