Soulslike Framework Docs
  • Welcome to Soulslike Framework!
  • Framework Overview
    • About the Framework
    • Features & Systems
    • Before Purchasing
    • Personal Assistance
  • Getting Started
    • Setting up Animations
      • Setup Locomotion Blendspaces
      • Setup Custom Montages
    • Using the Utility Tools
      • Easy Setup Tool
      • Asset Creators
      • Asset Browsers
    • Actor Tags
    • Finding References
  • Workflow
    • Using a Custom Character
    • Creating & Editing Actions
    • Creating & Editing Stats/Attributes
    • Creating & Editing Status Effects
    • Creating & Editing Buffs
    • Creating & Editing Items
      • Creating & Editing Weapons
    • Creating an Enemy
    • Creating Cinematics
  • Animation Notifies
    • Damaging & Combo's
      • Register Attack Notify
      • Weapon Trace Notify
        • AI Weapon Trace Notify
      • Fist Trace Notify
        • AI Fist Trace Notify
      • Area of Effect Damage Notify
      • Spawn Projectile Notify
        • AI Spawn Projectile Notify
    • Defensive
      • Try Guard Notify
      • Hyper Armor Notify
      • Invincibility Frame Notify
    • Feedback
      • Weapon Trail Notify
        • AI Weapon Trail Notify
      • Camera Shake Notify
        • World Camera Shake Notify
      • Launch Field Notify
      • Chaos Field Notify
      • Footstep Notify
    • Miscellaneous
      • Input Buffer Notify
      • Interrupt Montage Notify
      • Camera Sequence Notify
      • Set Movement Mode Notify
      • AI State Notify
      • AI Rotate Towards Target Notify
      • Adjust Stat Notify
  • Components / Managers
    • Player Specific Components
      • Input Buffer
      • Action Manager
      • Combat Manager
      • Interaction Manager
      • Inventory Manager
      • Equipment Manager
      • Ladder Manager
      • Progress Manager
      • Save/Load Manager
      • Radar & Radar Element Components
      • Central Debug Component
    • Shared Components
      • Stat/Attribute Manager
      • Status Effect Manager
      • Weapon Collision Manager
      • Buff Manager
      • Loot Drop Manager
    • AI-Only Components
      • AI Interaction Manager
      • AI Behavior Manager
      • AI Combat Manager
      • AI Boss Manager
  • Extending Functionality
    • Using Motion Warping
    • Custom Saving/Loading
    • Adding New Settings
    • Extending Weapon Animsets
    • Weapon Specific Impact Sounds
    • Resetting Enemies After Resting
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  • If you do not have a modular mesh:
  • If you have a modular mesh:

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  1. Workflow

Using a Custom Character

PreviousFinding ReferencesNextCreating & Editing Actions

Last updated 3 months ago

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Characters in Soulslike Framework are broken down into 4 modular parts for customization/equipment:

  1. Head

  2. Upper body

  3. Arms

  4. Lower Body

If you do not have a modular mesh:

If you are not using a modular character, you can use any 3D software to easily break down your character to pieces.

Ensure that your modular pieces are attached to whatever skeleton you are using:

Import each modular piece separately into Unreal Engine.

If you are struggling with this process, please take a look at this short video:

If you have a modular mesh:

  1. Create a new DefaultMeshData data asset (PDA_DefaultMeshData) and add your new meshes in this asset:

  1. Create a new BaseCharacterInfo asset (PDA_BaseCharacterInfo) or edit the provided DA_Quinn/DA_Manny assets, adding your new mesh/data:

You're done! You will now see the new class you created on the New Game menu, and if you select that class, you will start with your character!

You can adjust the default base character that'll be picked if the game is not started through the main menu from GI_SoulslikeFramework.