Medieval Werewolf character render
Product Documentation

The Medieval Werewolf,
step by step.

Everything needed to set up, customize, and extend the transformation system — asset paths, material toggles, and the exact Blueprint nodes behind each behavior.

13 chapters Root path: Dary_Palasky/Medieval_Werewolf/ Core Blueprint: BP_Medieval_Werewolf
01

Project Structure

All assets for this product live under a single root folder. Use this map to find any Blueprint, animation, material, curve, or input asset referenced in this guide.

Root folder — Dary_Palasky/Medieval_Werewolf/
Root folder — Dary_Palasky/Medieval_Werewolf/
Blueprints — Dary_Palasky/Medieval_Werewolf/Blueprints
Blueprints — Dary_Palasky/Medieval_Werewolf/Blueprints
Werewolf Animations — Dary_Palasky/Medieval_Werewolf/Animation
Werewolf Animations — Dary_Palasky/Medieval_Werewolf/Animation
Human Animations — Dary_Palasky/Medieval_Werewolf/Demo/ThirdPerson
Human Animations — Dary_Palasky/Medieval_Werewolf/Demo/ThirdPerson
Material Instances — Dary_Palasky/Medieval_Werewolf/Material/Transformation
Material Instances — Dary_Palasky/Medieval_Werewolf/Material/Transformation
Curves — Dary_Palasky/Medieval_Werewolf/Curves
Curves — Dary_Palasky/Medieval_Werewolf/Curves
Input Settings — Dary_Palasky/Medieval_Werewolf/Input
Input Settings — Dary_Palasky/Medieval_Werewolf/Input
02

Transformation Controls

Default input bindings for triggering and configuring the transformation in the demo level.

1

Press F to transform into a werewolf. Press F again to transform back into a human.

2

Press Q to switch between Long and Fast transformation modes.

3

To change the transformation keys, open IMC_Default and edit the IA_Transform and IA_ToggleTransformMode mappings.

IMC_Default — input action mappings
IMC_Default — input action mappings
03

Disable Safe Mode

Safe Mode keeps the werewolf materials in a censor-safe state out of the box. Turn it off to reveal the full body and head detail.

1

Uncheck the Safe_Mode parameter on MI_Medieval_Werewolf_Body.

MI_Medieval_Werewolf_Body — Safe_Mode
MI_Medieval_Werewolf_Body — Safe_Mode
2

Do the same on MI_Medieval_Werewolf_Head.

MI_Medieval_Werewolf_Head — Safe_Mode
MI_Medieval_Werewolf_Head — Safe_Mode
3
Result with Safe Mode disabled
Result with Safe Mode disabled
04

Live Link Face Setup

Drive facial animation on both forms with an iPhone's TrueDepth camera via Live Link Face.

1

Before using Live Link Face, enable the Apple ARKit and Apple ARKit Face Support plugins. These are required for facial tracking to work.

Enabling the ARKit plugins
Enabling the ARKit plugins
2

Open ABP_Medieval_Werewolf. Its AnimGraph already contains two configured Live Link nodes: Human LiveLink and Werewolf LiveLink. Assign your Live Link Subject Name to both. Switching between human and werewolf facial animation happens automatically, driven by the SK_Werewolf parameter.

ABP_Medieval_Werewolf — Live Link nodes
ABP_Medieval_Werewolf — Live Link nodes
05

Keep Pants After Transformation

By default, clothing dissolves during the transformation. Follow these two steps to keep the pants intact on the werewolf form.

1

Enable KeepPants on MI_Medieval_Werewolf_Pants.

MI_Medieval_Werewolf_Pants — KeepPants
MI_Medieval_Werewolf_Pants — KeepPants
2

Set Hide_Hair = 1 on MI_Medieval_Werewolf_Fur_Legs, so leg fur doesn't clip through the kept pants.

MI_Medieval_Werewolf_Fur_Legs — Hide_Hair
MI_Medieval_Werewolf_Fur_Legs — Hide_Hair
06

Remove the Gloves and Armor

Four independent toggles control glove, gambeson-sleeve, and armor visibility — down to individual pieces.

1

To hide the gloves — set Hide = 1 on MI_Medieval_Werewolf_Gloves.

MI_Medieval_Werewolf_Gloves — Hide
MI_Medieval_Werewolf_Gloves — Hide
2

To restore full visibility of the gambeson sleeves — set Hide = 0 on MI_Medieval_Werewolf_Gambeson.

MI_Medieval_Werewolf_Gambeson — Hide
MI_Medieval_Werewolf_Gambeson — Hide
3

To hide all armor — set Hide = 1 on MI_Medieval_Werewolf_Armor.

MI_Medieval_Werewolf_Armor — Hide
MI_Medieval_Werewolf_Armor — Hide
4

To hide individual armor pieces — in BP_Medieval_Werewolf, select the relevant Skeletal Mesh Component and disable Visible in Details.

BP_Medieval_Werewolf — component Visible toggle
BP_Medieval_Werewolf — component Visible toggle
07

Replace Animations

Custom animations can be assigned inside the Animation Blueprint, located at Dary_Palasky/Medieval_Werewolf/Animation. The human and werewolf forms use separate locomotion systems — replace each independently.

1

Open ABP_Medieval_Werewolf and locate BS_Medieval_Werewolf_WalkRun, the werewolf locomotion blend space.

ABP_Medieval_Werewolf — BS_Medieval_Werewolf_WalkRun
ABP_Medieval_Werewolf — BS_Medieval_Werewolf_WalkRun
2

The human locomotion blend space, BS_MM_WalkRun, is found at the path below.

Path to BS_MM_WalkRun
Path to BS_MM_WalkRun
3
BS_MM_WalkRun — human locomotion blend space
BS_MM_WalkRun — human locomotion blend space
4

Replace the animations separately in Main States and Locomotion for each form.

ABP_Medieval_Werewolf — Main States
ABP_Medieval_Werewolf — Main States
5
ABP_Medieval_Werewolf — Locomotion
ABP_Medieval_Werewolf — Locomotion
6
ABP_Medieval_Werewolf — animation slots
ABP_Medieval_Werewolf — animation slots
7
ABP_Medieval_Werewolf — animation slots
ABP_Medieval_Werewolf — animation slots
8
ABP_Medieval_Werewolf — animation slots
ABP_Medieval_Werewolf — animation slots
08

Disable the Dissolve Effect on Detached Armor

When armor breaks away during transformation, the detached pieces dissolve by default. Two changes keep them intact and physical instead.

1

Enable the KeepPart parameter on MI_Medieval_Werewolf_Armor.

Path to MI_Medieval_Werewolf_Armor
Path to MI_Medieval_Werewolf_Armor
2
KeepPart — MI_Medieval_Werewolf_Armor
KeepPart — MI_Medieval_Werewolf_Armor
3

In BP_Medieval_Werewolf, inside the Destroy Armor Component section, disconnect the False output of the Branch gated on IsArmorDestroyed, and connect it to the Exec input of the next Branch, gated on IsTransformingToWerewolf.

BP_Medieval_Werewolf — Destroy Armor Component
BP_Medieval_Werewolf — Destroy Armor Component
09

Change Character Size

The werewolf's final scale is driven by a Timeline key, not a fixed constant — so it can be tuned freely.

1

Open BP_Medieval_WerewolfMorph Transform Long/FastTimeline Morph Long/Fast, and edit the final key of CharacterScale.

Timeline Morph — CharacterScale track
Timeline Morph — CharacterScale track
2

Default value is 1.1.

CharacterScale — final key
CharacterScale — final key
10

Change Movement Speed

Walk and run speeds for the werewolf form are set independently.

Open BP_Medieval_Werewolf and locate the Movement Speed section. The upper Set nodes control walking speed; the lower Set nodes control running speed.

BP_Medieval_Werewolf — Movement Speed
BP_Medieval_Werewolf — Movement Speed
11

Hide the Tail

The tail can be removed in two coordinated steps — one on the fur material, one on the transformation timeline.

1

Set Hide_Hair = 1 on MI_Medieval_Werewolf_Fur_Tail.

MI_Medieval_Werewolf_Fur_Tail — Hide_Hair
MI_Medieval_Werewolf_Fur_Tail — Hide_Hair
2

Open BP_Medieval_Werewolf and locate both Material Transform Fast and Material Transform Long. Set the Set Scalar Parameter Value node with Parameter Name HideTail to Parameter Value 1.

BP_Medieval_Werewolf — HideTail scalar parameter
BP_Medieval_Werewolf — HideTail scalar parameter
12

Customize the Transformation

The transformation is driven by four Timelines — Material Long, Material Fast, Morph Long, and Morph Fast — controlling clothing dissolve, hair dissolve, fur growth, eye transformation, tail appearance, skeletal morphing, and every other stage.

1
Timeline Material Long/Fast
Timeline Material Long/Fast
2
Timeline Morph Long/Fast
Timeline Morph Long/Fast
3

Each parameter track in these timelines is driven by a predefined curve asset.

Selecting a curve asset on a track
Selecting a curve asset on a track
4

All curve assets live at Dary_Palasky/Medieval_Werewolf/Curves. Edit these curves directly to fully customize the visual pacing of the transformation.

Path to the Curves folder
Path to the Curves folder
13

BP_Medieval_Werewolf — Event Graph Overview

The entire transformation system lives inside a single Blueprint: BP_Medieval_Werewolf. This closing overview ties every section above back to one Event Graph — the Long and Fast transformation branches, material timelines, morph timelines, movement settings, tail physics, and the human/werewolf mode switch all run from here.

Full overview of the Event Graph inside BP_Medieval_Werewolf — Fast and Long transformation branches, material and morph timelines, and the armor breakaway system.

BP_Medieval_Werewolf — Event Graph overview
BP_Medieval_Werewolf — Event Graph overview

Open BP_Medieval_Werewolf directly to follow the live graph — use the parameter and node names introduced throughout this guide as your map.