Using an Avatar in-game
This page outlines details on how to use these avatar Urls in-game, via the CharacterAssetComponent
.
The CharacterAssetComponent
is found on your morpheus actor (added by default for children of M2M_CharacterBase
)
How To Set Your Url
To apply your avatar Url, you can use one of the following:
Directly Setting your Url
The CharacterAssetComponent
has a LoadCharacterFromUrl
function, which allows you to apply your Url.

The Default MML Url
If you want all characters to default to a specific Url, paste the Url into the DefaultMmlCharacterUrl
field of your Morpheus Actor's CharacterAssetComponent
:

Multi-mesh avatar considerations
The main avatar GLB will be loaded onto the default Mesh component of your pawn actor. If your MML contains multiple GLB meshes (using child <m-model>
nodes) then an additional SkeletalMeshComponent
will be created for each sub-mesh.
If you want to make any tweaks to the player mesh after loading (for example disabling shadows) then you may need to iterate the child mesh components and make the change to each of them. Trigger this with the M2M_CharacterAssetComponent::OnCharacterLoaded
delegate, which is called once all the components have been created.
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