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modding:modelling:tutorial_mesh:step5 [2021/09/15 00:08] – created giwayumemodding:modelling:tutorial_mesh:step5 [2022/06/13 07:35] (current) – [Import the FBX File Into Unreal Engine] giwayume
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 ==== Import the FBX File Into Unreal Engine ==== ==== Import the FBX File Into Unreal Engine ====
  
-Return to the Epic Games Launcher. Once Unreal Engine version 4.18.3 has finished installing, click the yellow "Launch" button to open it.+Return to the Epic Games Launcher. Once Unreal Engine version 4.22.3 has finished installing, click the yellow "Launch" button to open it.
  
 {{ :modding:modelling:tutorial_unreal_import_launch_button.png?nolink&300 |}} {{ :modding:modelling:tutorial_unreal_import_launch_button.png?nolink&300 |}}
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 {{ :modding:modelling:tutorial_unreal_uncheck_use_pak_file.png?nolink&800 |}} {{ :modding:modelling:tutorial_unreal_uncheck_use_pak_file.png?nolink&800 |}}
  
-Search for "event driven" and **un**check "Event Driven Loader Enabled".+Search for "event driven" and make sure "Event Driven Loader Enabled" is **checked**.
  
-{{ :modding:modelling:tutorial_unreal_uncheck_event_driven_loader.png?nolink&800 |}}+{{ :modding:modelling:tutorial_unreal_check_event_driven_loader.png?nolink&800 |}}
  
 In the Content Browser section, click the button on the left next to "Filters" to show the sources panel. In the Content Browser section, click the button on the left next to "Filters" to show the sources panel.
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 Do this for **all of the materials** in the project. In this case, I have 4 materials I need to do this for. Do this for **all of the materials** in the project. In this case, I have 4 materials I need to do this for.
  
-This process of creating material instances detaches the original materials from the model. You'll need to edit the model to assign these new material instances to the model instead. Double click on "SK_Pi01_MiriamHead" to open up the asset details. The material slots show on the left.+This process of creating material instances detaches the original materials from the model. You'll need to edit the model to assign these new material instances to the model instead. Double click on "SK_PI01_MiriamHead" to open up the asset details. The material slots show on the left.
  
 {{ :modding:modelling:tutorial_unreal_miriam_head_assign_material_instance_model.png?nolink&800 |}} {{ :modding:modelling:tutorial_unreal_miriam_head_assign_material_instance_model.png?nolink&800 |}}

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