BP_RPM_Component
and BP_RPM_Actor
. These blueprints are examples of loading a Ready Player Me avatar from a URL at Runtime and spawning it into the map. To get started, let's take a look at the most simple way to add avatars into your application using the Ready Player Me Actor ComponentReadyPlayerMe Content/Blueprints/BP_RPM_Component.
BP_RPM_Component
blueprint, or add the component to an existing actor blueprint, you should see it show up in the Components hierarchy like this. BP_RPM_Animation
but feel free to update this property as required. If nothing is set here, no blueprint will be assigned, and the avatar won't animate. RPM_Mixamo_Skeleton
. RunAvatarSetup
function. As the name suggests, it handles the loading and setup of a Ready Me Avatar. When this function is called, it does a number of things in the background like:OnSetupFailed
delegate function that you can use to display messages if RunAvatarSetup fails to complete. ReadyPlayerMe Content/Blueprints/
.BP_RPM_Animation
blueprint. RPM_Mixamo_Skeleton
unless you know what you are doing. BP_RPM_Actor
) or on any actor that you have added a ReadyPlayerMeActorComponent to there are 2 method you can use, RunAvatarSetup and LoadNewAvatar. [PROJECT_NAME/Plugins/ReadyPlayerMe/Source/ReadyPlayerMe/Private
.