Happy new year! The plan was to get this build out before end of year, and if you're in in the US, I succeeded! π
Auto Eye Movement
Optionally have eyes automatically move (instead of using tracking).
3 modes: look at camera, rotate with head, rotate oposite of head.
Can also toggle on override in Avatar and Level blueprints, and look at custom targets.
Tweakable eye rotation multipliers
In KemorigTracking node, you can now set a multiplier for how far eyes rotate up/down/in/out.
Useful for stylized models, where "realistic" eye rotation looks off.
Fixed bug where the ObjectLauncher blueprint would not compile correctly in-editor.
Fixed various Level and Avatar internal functions not firing when testing in-editor.
Fixed the "Shading Quality" graphics option accidentally setting shadow quality instead.
------------------------------------
DOWNLOAD LINK - password is "eyes" (no quotes)
CUSTOM CONTENT NEEDS TO BE RE-EXPORTED TO WORK IN v0.5
Proto
2025-03-02 01:03:53 +0000 UTCJade
2025-02-25 21:12:45 +0000 UTC