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left check mark enables custom attribute
Skeletal Mesh:1.1 workfile
et must add any new content your creating to the ContentSDK folder, not to cookedPC
before you start:
workfile needs at least one bone (name doesnt matter) that the verts of the helmet are skinned too.
1.2 on 1 on the packages field. click the import button at the bottom direct to your skeletal mesh .FBX file
1.3 2 in the import dialogue name your package (the naming convention for helmets is CH(character)_H(Helmet)_Name)
your new helmet will now be in the content browser
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and hit create new material instance (constant) CANT DO THIS RIGHT NOW IN THE SDK, FUNCTION IS LOCKEDand type the name of your newly created package to ExampleHelmet
1.4-5 After importing your helmet skeletal mesh, lets reimport the .FBX as a static mesh. and import the textures
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1.8-9 - At this point we have to save the package, make sure to use the naming convention CH(for character)_name(H is used for most helmets)
1.10 - now go to the master shader director NEEDS UPDATING ONCE WE SETUP SHADER PACKAGE r-click on the M_CharacterEmblem_Master Material and hit "Create new instance (Constant)"
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