Wanderer · Unreal Engine 5.1+

Wanderer User Guide

Modular & Customizable Game-Ready Asset

UE5 Mannequin skeleton + 45 cloak bones 52 ARKit face shapes 13 modular parts 28 material instances
The Wanderer three times side by side, each holding a sword: the default brown leather look, a blue Ice look with a glowing blue blade, and a red Fire look with a glowing orange blade.
DefaultIceFire
Four shots of the Wanderer from behind in Epic's Game Animation Sample: running, tumbling, jumping up a wall and leaping, the cloak flowing with each move.
Compatible with Epic's Game Animation Sample (UE 5.4+)
The Wanderer in a wide sword stance holding two swords, with Control Rig controls drawn around the body: rings on the spine, arms and hands, foot boxes and the yellow root control on the floor.
Control Rig ready: pose and animate it in Sequencer with Rigs/CR_Wanderer_Body

Quick start

  1. Open the project. It starts in Demo/Maps/Map_WandererDemo.
  2. Press Play. Move with WASD, look with the mouse, jump with Space.
  3. To see every version side by side, open Maps/WandererPreviewMap.

What is where

Everything lives in one folder, WandererCharacter.

The Unreal Content Browser showing the WandererCharacter folder and its subfolders: Animation (with Poses), Blueprints, Demo, Maps, Materials (Instances, Master), Meshes (Modulars), Rigs, and Textures with one folder per material.
FolderWhat's inside
BlueprintsPlayable characters and preview actors you can drop in a level.
MeshesThe one-piece and atlas meshes, and the skeletons.
Meshes/ModularsEvery separate part (head, shirt, boots, cloak…) with its physics asset.
Materials/MasterThe master materials. You don't need to open these.
Materials/InstancesThe instances on the character. This is where you change colours.
TexturesTextures, one folder per material (Body, Cloth, Hair…), plus Details for pores, sweat and blood.
AnimationThe Animation Blueprints, walk/run/jump animations and 4 poses.
RigsControl Rigs, IK Rig and Retargeter for using other UE5 animations.
MapsThe preview map.
DemoThe playable demo map and Epic's Third Person template files it uses.

Ready characters

BlueprintTypeUse it for
BP_WandererCharacterCharacterThe playable modular Wanderer. Swap or remove any part.
Demo/…/BP_ThirdPersonCharacterCharacterThe same character with a simulated cloth cloak (Chaos Cloth). Used in the demo map.
BP_WandererAtlasCharacterCharacterPlayable, one mesh and one material, no hair. The lightest version.
BP_WandererAtlasHairCharacterCharacterAs above, with hair, still one material.
BP_WandererClothPreviewActorFor scenes and renders: clothed, with the cloak.
BP_WandererHalfClothPreviewActorFor scenes and renders: shirtless, with pants and gloves.
BP_WandererNakedPreviewActorFor scenes and renders: the bare body.

How modular works

The modular Wanderer is several meshes that move as one. The head is the main mesh: it runs the animation. Every other part copies the head's pose, so all parts always move together.

Four Wanderers built from parts: bare body; with pants and gloves; fully clothed with shirt, leather top and boots; and with the cloak added.
Bare body+ pants, gloves+ shirt, top, boots+ cloak

Swap a part

  1. Open BP_WandererCharacter (or your copy of it).
  2. Select the part in the Components panel, for example SK_Wanderer_HairCards.
  3. In Details, set Skeletal Mesh Asset to another mesh, for example SK_Wanderer_HairCardsLow.

Remove a part

Easiest: select it and clear Skeletal Mesh Asset (set it to None). If you delete the component instead, open the Construction Script and remove it from the Set Leader Pose Component node too, or the Blueprint won't compile.

Add a part

Add a Skeletal Mesh component under the head, pick the mesh, and connect it to the Set Leader Pose Component node in the Construction Script (Target pin).

The parts

PartMesh
Head (main)SK_Wanderer_Head · face, eyes, mouth, lashes
HairSK_Wanderer_HairCards · or the lighter SK_Wanderer_HairCardsLow (about a third of the polygons)
ClothesSK_Wanderer_Shirt SK_Wanderer_Top SK_Wanderer_Pants
LeatherSK_Wanderer_Glove SK_Wanderer_Boots
HandsSK_Wanderer_Hands
CloakSK_Wanderer_Cloak (moved by bones) · SK_Wanderer_CloakSim (cloth simulation)
Bare bodySK_Wanderer_BaseBody SK_Wanderer_UpperBody SK_Wanderer_LowerBody SK_Wanderer_LowerLegs · skin pieces that fill in when you take clothes off Check: which piece goes with which outfit

Every part has its own physics asset (PA_) next to it, so traces and ragdolls work with any mix.

Adjusting materials

Each material has a master (the recipe) and instances (the settings). You only ever change instances.

The Wanderer three times in front of a colour wheel: brown leather and blond hair, then blue-grey leather with blue hair and a glowing blue blade, then red leather with copper hair and a glowing orange blade.
The same character, recoloured with material instance settings only.
  1. Right-click an instance in Materials/Instances › Create Material Instance. Work on that copy, so the original stays as it is.
  2. Open it. Tick the box next to a setting to change it. Untick it to go back to the default.
  3. Put your instance on the mesh: select the mesh component, Details › Materials.
The Materials/Instances folder in the Unreal Content Browser: 28 material instances shown as preview spheres - cloak, cloth, eyes, eyelash, hair, leather, mouth, skin body and head, sword and the two atlases, most with Fire and Ice versions.

Settings named Use … turn a whole feature on or off (for example Use Blood). Changing one takes a moment while Unreal rebuilds the shader. ORM Is sRGB must match the texture: leave it alone.

The settings that belong to a switch only show up once it's ticked on. For example, tick Use Sweat and the sweat settings appear under it. The panels below show each instance as it ships, so switched-off features show only their switch.

Skin · MI_Skin_Head, MI_Skin_Body

To changeUse
Skin toneAlbedo Tint, Albedo Brightness, Saturation
Oily or matteRoughness Brightness, Specular
Light through skinScatter
Pores up closeUse Pores, Pore Strength, Pore Tiling
Soft peach fuzzFuzz, Fuzz Color
SweatUse Sweat, Sweat Amount, Droplet Amount · runs down the skin: Use Sweat Drips, Sweat Drip Reach
BloodUse Blood, Blood Amount, Blood Color, Blood Dryness · drips: Use Blood Drips, Blood Drip Amount / Size / Reach
Underwear colour (body only)Pants Color
Two close-ups of the Wanderer's face: on the left the skin glistens with sweat, on the right dark blood splatters cross the cheeks, nose and chin.
SweatBlood
See the panels in Unreal
The Details panel of MI_Skin_Head: textures, albedo, surface, normal, and the Pores, Fuzz, Sweat and Blood groups.
MI_Skin_Head
The Details panel of MI_Skin_Body: the same groups as the head plus Pants.
MI_Skin_Body

Cloth · MI_Cloth

To changeUse
Colours per pieceTop Color, Pants Color (needs Use Part Mask on)
Padded gambeson layerUse Gambeson (off = plain shirt)
Soft fabric shineSheen Strength, Sheen Color
Weave close upUse Detail, Detail Strength, Detail Tiling
See the panel in Unreal
The Details panel of MI_Cloth, with Use Gambeson ticked and the Pants and Top colour groups.
MI_Cloth

Leather · MI_Leather

Each leather piece has its own colour, roughness and normal strength: Jacket, JacketBelt, Belt, Boots, Glove and Metal (buckles). For example, Boots Color and Boots Roughness. Use Part Mask must be on.

See the panel in Unreal
The Details panel of MI_Leather, with a colour, normal strength and roughness group for each leather piece.
MI_Leather

Cloak · MI_Cloak

To changeUse
ColourAlbedo Tint, Saturation, Albedo Brightness
Darker insideBack Side Darken
Torn, worn edgesUse Tears, Use Tear Edges, Fray Amount, Edge Darken
See the panel in Unreal
The Details panel of MI_Cloak, including the Tear Edges group.
MI_Cloak

Hair · MI_Hair

To changeUse
Hair colourRootTint, TipTint
Thicker or thinnerOpacityBoost (thickness), TipFade (soft ends)
ShineSpecular, RoughMin / RoughMax, HighlightShift
Shadow from the hairShadowFloor (higher = lighter shadow)
Depth between strandsInnerDark
See the panel in Unreal
The Details panel of MI_Hair: Opacity, Colour, Shine and Shape groups.
MI_Hair

Eyes · MI_Eye_Split

To changeUse
Eye colourUse Iris Colour Grade, then IrisHue, IrisSaturation, IrisBrightness · or IrisColorize with IrisColorizeColor
PupilPupilScale, PupilColor
Dark ring around the irisLimbusStrength, LimbusWidth
Light reflectionUse Catchlight, CatchlightIntensity, CatchlightSize
See the panel in Unreal
The Details panel of MI_Eye_Split: Iris, Limbus, Colour, Surface, Occlusion and Catchlight groups.
MI_Eye_Split

Mouth, lashes, sword

See the panels in Unreal
The Details panel of MI_Mouth: textures, Colour and Surface groups.
MI_Mouth
The Details panel of MI_Eyelash_Simple: textures, Mask, Colour and Surface groups.
MI_Eyelash_Simple
The Details panel of MI_Sword_Metal: Metal, Albedo, Roughness, Normal, Wear and Brushed, and Glow groups.
MI_Sword_Metal

Atlas versions · MI_Wanderer_Atlas, MI_Wanderer_AtlasHair

One simple material for the whole character: Color Tint, Hue, Saturation, Lightness, Roughness.

See the panels in Unreal
The Details panel of MI_Wanderer_Atlas: three textures and the Look group with Color Tint, Hue, Saturation, Lightness and Roughness.
MI_Wanderer_Atlas
The Details panel of MI_Wanderer_AtlasHair, the same settings as the atlas without hair.
MI_Wanderer_AtlasHair

Fire & Ice looks

Two ready-made looks, each a full set of instances ending in _Fire or _Ice: skin, eyes, hair, cloth, leather, cloak and sword. To use one, put each part's matching instance on it (for example MI_Cloak_Ice on the cloak). WandererPreviewMap shows both. Use them as starting points for your own looks.

Animation & face

Body

Cloak

Face

The head has the 52 Apple ARKit blend shapes, so it can be driven live from an iPhone with the Live Link Face app:

  1. Install Live Link Face on an iPhone with Face ID and point it at your PC's IP address.
  2. In Unreal, open Window › Live Link and check that the phone shows up.
  3. Play or simulate: ABP_Wanderer drives the face. Check: where the user picks the phone's subject name

Head turn from the phone

With Stream Head Rotation on in the Live Link Face app, the phone also turns the head. The rotation is split between two bones, neck_01 and head, so the turn looks natural. It runs on the Character Blueprints.

ABP_Wanderer's AnimGraph: Live Link Pose, then two Transform (Modify) Bone nodes for neck_01 and head, each rotation fed by Head Roll, Head Pitch or Head Yaw times a small number (0.2 for the neck, 0.3 for the head), then the Output Pose.
Phone movementVariableLimitNeck ×Head ×Max turn
Turn left / rightHead Yaw±60°0.20.330°
Nod up / downHead Pitch±40°−0.2−0.320°
Tilt side to sideHead Roll±30°0.20.315°

Max turn = limit × (neck + head). The limits are the Clamp nodes in the Event Graph; the multipliers are the small number boxes in the AnimGraph (above).

To make the head turn…Change this in ABP_Wanderer
More or less (follows your head more or less closely)AnimGraph: raise or lower the multipliers, e.g. head 0.3 → 0.5 for more. Keep the neck smaller than the head.
Farther (bigger maximum angle)Event Graph: widen the Clamp nodes (e.g. yaw ±60 → ±80), and raise the multipliers if you want the extra range to show.
Smoother / slowerEvent Graph: put an FInterp To before each Set Head… node (Current = the variable, Target = the clamped value, Delta Time = the event's Delta Time X, Interp Speed ≈ 8). Lower speed = slower and smoother.
Faster / snappierIt already follows the phone instantly. If you added FInterp To, raise its Interp Speed.
The wrong way (e.g. nods down when you nod up)AnimGraph: flip the sign of that axis's two multipliers (−0.3 ↔ 0.3).
Not at all (face only)AnimGraph: set Alpha to 0 on both Transform (Modify) Bone nodes. Or just turn off Stream Head Rotation in the app.

Compile and save the ABP after each change. To get the head turn on the preview Actors too, open the Event Graph and connect the Character node's Is Not Valid pin to Evaluate Live Link Frame.

Which version to use

Four versions of the clothed Wanderer: modular, one-piece, atlas without hair and atlas with hair. The atlas versions wear a short mantle instead of the long cape.
ModularOne-pieceAtlasAtlas + hair

They look the same from a distance. The atlas versions wear the short mantle without the long cape.

VersionGood forDraw calls
ModularCustomising: swap, hide or recolour parts. BP_WandererCharacter as it ships: head 4, leather top 2, every other part 1.13
12 without the cloak
One-pieceSKM_Wanderer_FullBody, FullCloth, FullClothCloak: the same look in one mesh. Same materials.6 / 8 / 9
AtlasOne mesh, one 4K texture set, one material: crowds, background characters, lower-end devices.1
Low hairSK_Wanderer_HairCardsLow: about a third of the hair polygons, same material.1
same as the full hair

Draw calls are counted per mesh section (one per material slot), measured in Unreal. Every section casts shadows, so each shadow-casting light draws the same number again.

Two close-ups of the Wanderer's head: on the left the full hair cards, on the right the low version, which looks almost the same.
Hair cards (22,022 polygons)Hair cards low (7,998 polygons)

Requirements

The skeleton in Unreal filtered by 'cloak': five chains of nine bones (cloak_c, cloak_l1, cloak_l2, cloak_r1, cloak_r2) on the left, and the skeleton in the viewport with the cloak bones hanging from the shoulders down to the legs.