Rogue · Free character · Unreal Engine 5

Rogue User Guide

A free, game-ready hooded rogue for Unreal Engine 5.

FBX file + UE5 project folder 4 face variants Adjustable parameters for every texture map
The Rogue standing on a grey studio floor: a brown leather hood over a black mask with glowing green eyes and a jagged grin, a brown leather jacket with a quilted shoulder pad, a green cape, green trousers with leather knee pads, leather gloves and tall boots.

Quick start

  1. Get the Rogue free on Fab and add it to your project, or open the included UE5 project.
  2. The project opens on its default level, the preview map (RoguePreviewMap in RogueCharacter/Maps), where you can look the character over.
  3. Open ThirdPersonMap to see him in the Third Person template level.
The preview map: a grey grid floor with a curved backdrop, the Rogue in front with his green cape and a row of Rogues behind him, each playing a different animation.
PreviewMap, the default level
The Rogue seen from behind in the Unreal Third Person template level, with grey walls, ramps and a blue sky.
ThirdPersonMap

What is where

The download has two parts:

FBX file

The character as an FBX, for use outside Unreal or in your own pipeline.

The Rogue's FBX in wireframe on a grey background, with its skeleton shown in colour, beside a dagger and a round shield.
The FBX: mesh, skeleton and weapons

UE 5 folder

The Unreal Engine 5 project with the character, its materials and the levels above. Everything sits in Content/RogueCharacter.

The Unreal Content Browser: Content, RogueCharacter, with the Maps folder selected and RoguePreviewMap inside it.
The maps are in RogueCharacter/Maps

Folder structure

RogueCharacter holds nine folders: Animations, Blueprints, Demo, Maps, Materials, Meshes, Rigs, Texture and Weapons.

The RogueCharacter folder in the Content Browser showing nine folders: Animations, Blueprints, Demo, Maps, Materials, Meshes, Rigs, Texture and Weapons.

Adjusting materials

All material instances include adjustable parameters for every texture map.

The material instance editor for the leather material: a leather-textured preview sphere, and parameter groups for Albedo (brightness, contrast, saturation, tint), Metalness, Normal intensity and Roughness.
A material instance: every texture map has its own parameters

Head material

The head material includes an emissive tint and a face texture parameter that switches between four face variants, indexed from 0 to 3.

The head material instance: a black preview sphere with glowing green eyes and a jagged grin, and the parameters, including a green Emiss Tint and the Face Texture value.
Emissive tint and face texture
The four faces under the hood, numbered 0 to 3: green eyes with a jagged grin, yellow eyes with a wide smile, red eyes with a toothy grin, and a white star with a fanged smile.
The four face textures, 0 to 3

Cloth material

The cloth material includes an opacity toggle that turns transparency on or off.

The cloth material instance: the green cape with a frayed edge in the preview, and parameter groups including Opacity with its on/off switch.
The opacity toggle on the cloth material

Questions

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