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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.Image Removed

1.2 on 1 on the packages field. click the import button at the bottom direct to your skeletal mesh .FBX file

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1.3 2 in the import dialogue name your package (the naming convention for helmets is CH(character)_H(Helmet)_Name)

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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)

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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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