Reaper · Character · Unreal Engine 5

Reaper User Guide

A game-ready horned reaper for Unreal Engine 5, with five colour variants and a scythe.

UE 5.1 project folder 3 versions: full, hood only, horns only 5 colour variants · 5 faces 3 scythe looks UE5 Mannequin skeleton
Five Reapers standing close together, each a different colour variant: a blue suit with yellow trim and round yellow eyes, a black suit with glowing orange scratches and X eyes, a black suit with a red grin, a black suit with green burning edges and a green toothy grin, and a tan suit with ice-blue eyes. All have glowing horns and claws.

Quick start

  1. Add the Reaper to your project, or open the included UE5 project.
  2. The project opens on its default level, the preview map (ReaperPreviewMap in ReaperCharacter/Maps). Every version, colour and scythe is set up there to look over.
  3. Open Map_ReaperDemo (in ReaperCharacter/Demo/Maps) and press Play to run around as the Reaper in the Third Person template level.
The five colour variants standing in a row, full body, on a grey studio floor.
All five colour variants

What is where

Everything sits in Content/ReaperCharacter, in eight folders: Animations, Blueprints, Demo, Maps, Materials, Meshes, Rigs and Textures.

FolderWhat is in it
MeshesSKM_Reaper, SKM_Reaper_Hood, SKM_Reaper_Horns, the skeleton SK_Reaper, the physics asset PA_Reaper and the scythe SM_ReaperWeapon
MaterialsMaster/M_Reaper and Master/M_ReaperWeapon; Instances/MI_Reaper_V01–V05 and MI_ReaperWeapon_01–03
BlueprintsBP_ReaperCharacter (the playable character) and BP_ReaperPreview
AnimationsABP_Reaper and the animations it uses
RigsIK Rig, IK Retargeter and Control Rig
MapsReaperPreviewMap
DemoThe Third Person template level Map_ReaperDemo, its game mode and input
TexturesColour, ORM and normal maps for each variant, and the part masks

Three versions

The Reaper comes as three meshes. All three share the same skeleton, materials and animations, so any colour variant works on any version.

MeshVersion
SKM_ReaperFull: hood and horns
SKM_Reaper_HoodHood only
SKM_Reaper_HornsHorns only
Three blue Reapers side by side, each holding a scythe: the first with hood and horns, the second with only the hood, the third with only the horns on a bare black head.
Full, hood only and horns only
The hood-only Reaper in the green variant, front and back, with a glowing green scythe beside him.
SKM_Reaper_Hood, green variant
The horns-only Reaper in the orange variant, front and back, with glowing orange scratches on the suit and a dark scythe beside him.
SKM_Reaper_Horns, orange variant

Five colour variants

Each variant is a material instance of M_Reaper. Put it on any of the three meshes.

InstanceLook
MI_Reaper_V01Black suit, crimson glow, grinning face
MI_Reaper_V02Black suit with glowing orange scratches, X face
MI_Reaper_V03Tan suit, ice-blue glow
MI_Reaper_V04Black suit with glowing green burnt edges, toothy grin
MI_Reaper_V05Blue suit with yellow trim, round yellow eyes
The blue variant with yellow trim, front and back, on a grey studio floor.
MI_Reaper_V05, front and back

Adjusting materials

Open any MI_Reaper_V0x instance. The 00 Look group at the top holds the main controls:

ParameterWhat it does
Glow OnTurns every glow on or off.
Glow BrightnessMakes every glow brighter or dimmer at once.
Glow ColorOne colour for the face, horns, claws and trim, unless a part uses its own colour.
The Details panel of MI_Reaper_V04, groups in order: 00 Look with Glow On, a green Glow Color and Glow Brightness; 01 Textures with the V04 BaseColor, ORM and Normal maps; 02 Adjust with Albedo Tint, Albedo Brightness, Roughness Brightness, Normal Intensity and AO Amount; and 03 Face with Face set to 1, Face Amount, a green Face Color, Face Roughness, a green Face Emissive Color, Face Emissive Strength 3, Face Own Color and Face Mask Black Point.
MI_Reaper_V04: 00 Look, 01 Textures, 02 Adjust and 03 Face. The part groups follow, from 04 HandsFeet to 10 Burn.

Face

The 03 Face group swaps the face. Set Face to a number from 0 to 4:

The five faces under the blue hood, numbered 0 to 4: round eyes with a wavy mouth, slit eyes with a toothy grin, X eyes with an X mouth, angry eyes with a jagged grin, and round angry eyes with a zigzag grin.
The Face numbers

The other sliders in the group apply to whichever face is showing.

Parts

Every part has its own group: face, hands and feet (claws), horns, hood, pants, shirt, and the scratch and burn effects. Every group except Face also has a mask. Each group has these sliders:

The scratch and burn effects are switched on with Use Scratch Mask and Use Burn Mask.

The claws and the horn tips are on by default. To get plain black claws or horns, untick Use HandsFeet Mask or Use Horns Mask.

To stop the glow, untick Glow On in 00 Look. The parts keep their colour but no longer glow.

To change one of these switches, tick the box next to its name, then untick the box on the right to switch it off. When a mask is off, its other sliders are hidden.

Three rows of the Details panel, each boxed: Glow On in 00 Look, Use HandsFeet Mask in 04 HandsFeet and Use Horns Mask in 05 Horns. On each row the box next to the name is ticked and the box on the right is unticked.
The three switches, all turned off
Three copies of the black and green Reaper. Left, full glow: glowing green horn tips, face, claws and burnt edges. Middle, with Use HandsFeet Mask and Use Horns Mask unticked: the horns and claws are plain black while the face and burnt edges still glow. Right, with Glow On unticked: the same parts are still green but no longer glow.
MI_Reaper_V04: full glow, with the claw and horn masks off, and with Glow On off

Textures

The 01 Textures group holds the colour, ORM and normal maps. The 02 Adjust group tunes them: Albedo Tint, Albedo Brightness, Roughness Brightness, Normal Intensity and AO Amount.

The scythe

SM_ReaperWeapon comes with three looks: MI_ReaperWeapon_01 (wooden shaft), _02 (dark metal) and _03 (glowing green). In M_ReaperWeapon you can change the blade and handle colour and roughness separately, and the glow colour and strength.

Three scythes standing side by side: a steel blade on a wooden shaft, a steel blade on a dark metal shaft, and a glowing pale-green blade on a black shaft with green lines.
The three scythe looks
The Details panel of MI_ReaperWeapon_03: groups 1 Textures, 2 Adjust, 3 Blade (mask, amount, colour, roughness), 4 Handle (amount, colour, roughness) and 5 Glow with a pale green Glow Emissive Color at strength 6.
MI_ReaperWeapon_03: separate Blade, Handle and Glow groups

The scythe is a separate static mesh. Attach it to the weapon_r bone to put it in the Reaper's hand.

Skeleton and animation

SK_Reaper has the same 161 bones as the UE5 Mannequin, so Mannequin animations play on the Reaper. BP_ReaperCharacter uses ABP_Reaper. The Control Rig plugin must be enabled; it is on by default in UE5.

Questions

Ask in our Discord or write to us through wandersols.com/contact. More characters are on wandersols.com.