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| modding:modelling:tutorial_character_editing:step3 [2021/09/16 14:24] – giwayume | modding:modelling:tutorial_character_editing:step3 [2024/08/11 14:44] (current) – [Generate a Mirror Table in Unreal Engine] giwayume |
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| **This is the important step to prevent animation bugs. Read closely.** | **This is the important step to prevent animation bugs. Read closely.** |
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| 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//. |
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| {{ :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 |}} |
| {{ :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 |}} |
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| 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. |
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| {{ :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 |}} |
| {{ :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 |}} |
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| **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**. |
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| 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: |
| {{ :modding:modelling:tutorial_texture:tutorial_unreal_package_project.png?nolink&600 |}} | {{ :modding:modelling:tutorial_texture:tutorial_unreal_package_project.png?nolink&600 |}} |
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| 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. |
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| [[.:step2|<- Previous Step]] | [[.:|Tutorial Summary]] | [[.:step4|Next Step ->]] | [[.:step2|<- Previous Step]] | [[.:|Tutorial Summary]] | [[.:step4|Next Step ->]] |