#Creating a skeletal mesh replacement

27 messages · Page 1 of 1 (latest)

sinful summit
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I'm trying to create a simple mesh replacement of Quentin's torso with the jacket. I followed the guide and imported my FBX to MyProject3\Content\Characters\Campers\Quentin\Models\Torsos as QS_Torso01_REF with the correct settings.

I have set the chunk IDs to something random like 45, then I build the project and I get my pakchunk from the specified folder and change the 45 to 600. I dropped that into the same folder as the console mod and all the other paks, but Quentin's model seems to be unaffected after loading the game. Am I skipping a step here? I know you have to edit some tables in order to add new cosmetics, but I figured since this pak came later with identical naming for the mesh it'd just replace his torso as-is. Is that not the case?

Thanks in advance

bold anchor
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Double check the folder names and model name.

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Actually mind posting a Screenshot of your folder structure in UE?

sinful summit
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oh sure

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wait a minute

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it's the content folder isn't it

bold anchor
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No, the content folder is the base folder in UE4

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your folders and such all seem named right

sinful summit
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hmm

bold anchor
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its likely just not reading your Pak then.

sinful summit
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definitely says it's in use when I try to delete it with the game running

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I'll mess around with it some more

bold anchor
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Could also be worth loading your Pak in Umodel and see if it maintained the folder structure.

sinful summit
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Yeah, good idea. I'll try that right now

misty vault
sinful summit
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Nah, it was default

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Using flat view + filter in Umodel I don't see any duplicates that are mine, just the originals

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I opened the pak individually in Fmodel and it looks right there too unless the project name is a problem

bold anchor
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It might be, i have my project named DeadbyDaylightMemes, but i also use UnrealPak to pakage my stuff instead of having UE generate a Pak file.

sinful summit
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Oh I see

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I might try UnrealPak next in that case

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I'll try naming it DeadByDaylight real fast before that though

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Ah sick, that worked

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Perfect, thanks a lot!