User Tools

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
modding:modelling:tutorial_character_editing:step3 [2021/09/16 14:24] – giwayumemodding:modelling:tutorial_character_editing:step3 [2024/08/11 14:44] (current) – [Generate a Mirror Table in Unreal Engine] giwayume
Line 9: Line 9:
 **This is the important step to prevent animation bugs. Read closely.** **This is the important step to prevent animation bugs. Read closely.**
  
-Launch Unreal Engine 4.18.3 and create a new blank project. **Remember the folder location that you entered where the project will be stored**. In my case, it's located at //X:\BloodstainedMods\CharacterEditing\CharacterEditUnreal//.+Launch Unreal Engine 4.22.3 and create a new blank project. **Remember the folder location that you entered where the project will be stored**. In my case, it's located at //X:\BloodstainedMods\CharacterEditing\CharacterEditUnreal//.
  
 {{ :modding:modelling:tutorial_character_editing:tutorial_character_editing_create_unreal_project.png?nolink&800 |}} {{ :modding:modelling:tutorial_character_editing:tutorial_character_editing_create_unreal_project.png?nolink&800 |}}
Line 17: Line 17:
 {{ :modding:modelling:tutorial_character_editing:tutorial_character_editing_unreal_create_plugin_folder.png?nolink&600 |}} {{ :modding:modelling:tutorial_character_editing:tutorial_character_editing_unreal_create_plugin_folder.png?nolink&600 |}}
  
-Download the {{ :modding:tool_mirror_plugin_toolbar.zip |Mirror Plugin Toolbar}} tool and extract the contents of the **.zip** file. Copy the "MirrorPluginToolbar" folder and paste it inside of the **Plugins** folder you just created.+Download the {{ :modding:mirrorplugintoolbar_4.22.0.zip |Mirror Plugin Toolbar}} tool and extract the contents of the **.zip** file. Copy the "MirrorPluginToolbar" folder and paste it inside of the **Plugins** folder you just created.
  
 {{ :modding:modelling:tutorial_character_editing:tutorial_character_editing_unreal_copy_mirror_plugin.png?nolink&800 |}} {{ :modding:modelling:tutorial_character_editing:tutorial_character_editing_unreal_copy_mirror_plugin.png?nolink&800 |}}
Line 31: Line 31:
 {{ :modding:modelling:tutorial_character_editing:tutorial_character_editing_unreal_locate_mirror_table_button.png?nolink&800 |}} {{ :modding:modelling:tutorial_character_editing:tutorial_character_editing_unreal_locate_mirror_table_button.png?nolink&800 |}}
  
-**At this point, modify the Project Settings to disable the Event Driven Loader and disable Use Pak File, just like in the introductory tutorial**.+**At this point, modify the Project Settings to enable the Event Driven Loader and disable Use Pak File, just like in the introductory tutorial**.
  
 Import Miriam's body model **SK_P1000.fbx** the same way we did in the introductory tutorial. As a reminder: Import Miriam's body model **SK_P1000.fbx** the same way we did in the introductory tutorial. As a reminder:
Line 90: Line 90:
 {{ :modding:modelling:tutorial_texture:tutorial_unreal_package_project.png?nolink&600 |}} {{ :modding:modelling:tutorial_texture:tutorial_unreal_package_project.png?nolink&600 |}}
  
-In the next step you will create the **.pak** file, just like in the introductory tutorial. There is no change to this part of the process.+In the next step you will create the final **.pak** file for the mod, just like in the introductory tutorial. There is no change to this part of the process.
  
 ---- ----
  
 [[.:step2|<- Previous Step]] | [[.:|Tutorial Summary]] | [[.:step4|Next Step ->]]  [[.:step2|<- Previous Step]] | [[.:|Tutorial Summary]] | [[.:step4|Next Step ->]] 

This website uses cookies. By using the website, you agree with storing cookies on your computer. Also, you acknowledge that you have read and understand our Privacy Policy. If you do not agree, please leave the website.

More information