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Getting Started

This guide shows you how to convert skeletal mesh animations to vertex animations and implement them in your project.

Workflow Overview

graph TD
    A[Create VA Asset] --> B[Choose Component]
    B --> C1[Single Character]
    B --> C2[Multiple Characters]
    C1 --> D[Configure Animations]
    C2 --> E[Use Crowd Tools]
    E --> D

Step 1: Create VA Asset

  1. Right-click your skeletal mesh in Content Browser
  2. Choose animation type:
    • Make Bone Animation: While this method enables animation sharing between multiple meshes and accommodates more animations and vertices than Vertex Animation, it is not as performant. Best for memory-flexible projects where you need to share animations across different characters.
    • Make Vertex Animation: This method is more performant with lower material costs but requires larger textures. Animations are unique per mesh and cannot be shared. Best for maximum FPS in crowd scenes.
  3. Select animations to include in your VA Asset Collection
  4. Click "Create Asset" and choose save location

Animation Selection

What is a VA Asset Collection?

A VA Asset Collection is the core asset that stores all data required for vertex animations. Learn more about what it contains in the VA Asset Collection documentation.

Step 2: Fix Materials

Since vertex animations work differently than skeletal animations, your materials need to be modified. A dialog will appear showing any material errors:

Material Errors

When resolving material errors, you'll have two options:

  • Create Copy: Creates duplicates of your materials before making changes (recommended to preserve originals)
  • Modify Original: Directly modifies your existing materials

Material Resolution

After completing these steps, you'll have a new VA Asset Collection in your content browser:

VA Asset Collection Result

Step 3: Configure Asset (Optional)

Double-click your VA Asset Collection to open the editor and adjust settings:

  • Animation Settings: Frame rates, compression, optimization - Learn more
  • Mesh Settings: LODs, vertex limits, texture sizes - Learn more
  • Custom Data: Per-instance variations like color tints - Learn more

Click "Rebuild Asset" after making changes to apply them.

Step 4: Choose Implementation

Step 5: Place Characters (Multiple Characters Only)

Use Crowd Tools for easy placement:

  • Paint Tool: Free-form brush placement
  • Grid Tool: Structured grid placement
  • Single Tool: Precise individual placement

Crowd Example

Step 6: Control Animations

Configure animations through:

Next Steps