BLACK IRON SPINE STUDIOS · CHARACTER VERSION 1.0 · UNREAL ENGINE 5.8 · WINDOWS

Draugr Characters

Game integration

Using the characters in your game

Work in a backup or version-controlled copy of your game. Open the supplied project in Unreal Engine 5.8. Enable the built-in Control Rig plugin in your destination project if you plan to use the supplied rigs. Migrate Content/BISDraugrCollection with Asset Actions > Migrate into the destination Content directory so Unreal carries the dependencies with it.

All four products use the same BISDraugrCollection namespace. Singles contain only their named character. If you already imported a single and later import the collection, review replacement prompts and back up your customizations before allowing overlapping assets to be replaced. Keep game-specific Blueprints and duplicated material instances in your own game folder.

For a playable character, duplicate a working Character Blueprint in your game, preserving its input, capsule, camera and CharacterMovement setup. Replace its Mesh component skeletal mesh with the purchased character. The package does not supply those gameplay systems.

Fit the mesh inside the capsule: place the soles at the capsule bottom and align the character face with the Blueprint forward direction. Inspect front and side views. Do not assume the mannequin mesh rotation or vertical offset is correct for these characters. Test forward, sideways and backward movement before adding combat.

Set the Mesh animation mode to Use Animation Blueprint and choose an Animation Blueprint for this character skeleton. A mannequin Animation Blueprint cannot simply be assigned to a different skeleton. Retarget your animation assets and adapt the Blueprint, or build one using your compatible clips.

A basic locomotion setup commonly uses horizontal velocity length for speed and CharacterMovement Is Falling for airborne state. Use your own idle/walk/run blend, jump or fall states, and landing transition. Choose in-place or root-motion movement deliberately; do not drive the character twice. These are integration suggestions, not supplied or verified gameplay features.

Check feet at idle and through a full walk/run cycle. A constant height error can be mesh/capsule placement; feet that lift or slide during only part of a clip call for animation, retarget-pose or stride review. Do not offset the entire mesh to conceal a bad motion.

Weapons, performance and shipping

Juggernaut is visually suited to a two-handed bruiser, Gravebinder to a staff-bearing healer/support caster, and Runecaller to a wand with a book or orb. These are intended archetypes, not supplied weapon meshes, attacks or abilities. Buyers can assign different roles.

When adding weapons, author sockets and fit the grip to your chosen weapon and motions. A two-handed weapon may need off-hand IK or additional animation editing in your game. The supplied FK rig does not automatically attach weapons or maintain grips.

Inspect all four LODs at actual gameplay camera distances. LOD0 is high detail. Profile your intended number of characters and adjust LOD thresholds and texture budgets for your hardware. No mobile or crowd-performance claim is made.

Use the supplied Physics Asset as a starting point for your collision and ragdoll behavior. Your game must manage capsule collision, simulation and recovery. Test your own floors and slopes; a ragdoll is not an authored death clip.

Before shipping your game, package and test your target platform, ensure required character assets are referenced for cooking, and confirm the licenses for every animation and weapon you added. Follow the product license supplied through your store purchase; this guide does not replace it.