oppaiman Posted April 7 Posted April 7 (edited) This guide is still under construction. Please refrain from posting comments until it is complete. I don’t know how to change the public/private settings, so it is currently set to public. To start with... This is a guide summarizing how to create mods for Romancing SaGa 2: Revenge of the Seven. I created a Mod Creation Guide right after the game was released. Since some time has passed since the release and the information in the guide I created earlier has become outdated, I decided to create a version 2 of the guide with the latest information. This guide primarily focuses on how to modify models using Blender and Unreal Engine 4. In this tutorial, we will walk through how to modify the Ranger Female. I’m not very proficient in English, so I’m using machine translation. There may be some awkward phrasing. If anything is unclear, please feel free to ask. Disclaimer I am not responsible for any damage or issues that may occur as a result of using, creating, or distributing mods. Please use and create mods at your own risk. The information provided in this guide is based on my own research, and I cannot guarantee its accuracy. This guide was created in 2026. Future game updates may cause mods to stop working or change the methods used to create them. target environment Windows 10 or 11 Romancing SaGa 2: Revenge of the Seven ver. 1.1.2 (Steam) Edited May 17 by oppaiman 1
oppaiman Posted April 7 Author Posted April 7 (edited) Installing the Required Tools Please make sure you have these tools ready. FModel is not required for mod creation, but it is highly recommended as it is very useful for inspecting the contents and file structure of .uasset files. Unreal Engine4 Finalize the model edited in Blender into a mod that can be used in-game. You can find the installation steps here Spoiler First, install the Epic Games Launcher from the URL below. https://www.unrealengine.com/en-US/download After launching the Epic Games Launcher, click Unreal Engine in the left sidebar, then select the Library tab at the top. Click the + button next to ENGINE VERSIONS to display available versions. Change the version from 5.50▼ to 4.27.2, then click Install. Choose the installation location and click Options. Uncheck all options except Core Components, then click Apply. Click Install to begin the installation. This may take some time, so you may want to proceed with setting up other tools while you wait. That concludes the Unreal Engine 4 installation. Umodel Extract the model data from the .pak files (compressed game data). Spoiler To extract Romancing SaGa 2 data using UModel, you need to install umodel_acl_2.1.exe. Click the URL below and open the page. Find the link labeled “Experimental builds for games using newer ACL format”, and download it from there. https://www.gildor.org/smf/index.php/topic,8304.msg42970.html#msg42970 UModel (latest version) https://www.gildor.org/en/projects/umodel#files Download the Win32 version from the Downloads section. After extracting the archive, you will find umodel_64.exe inside. Extract umodel_acl_2.zip, then place umodel_acl_2.1.exe into the umodel_win32 folder. You can place this folder anywhere you like. The contents of the folder should look like the image below. That completes the UModel setup. Blender You will edit the extracted model data in Blender and export it in FBX format so it can be used in Unreal Engine 4. Spoiler About Blender Versions For the following reasons, you should install both Blender 3.6 LTS and Blender 4.2 LTS or later. Blender 3.6 LTS or Earlier A PSK addon is required to import the extracted PSK files. Compatible with the Blender PSK addon. Can use older addons that only support older versions of Blender. Blender 4.2 LTS or Later Required for correctly exporting FBX files from Blender. Not compatible with the Blender PSK addon. Can use newer addons. The general workflow is to import the PSK in Blender 3.6, then continue working or export the FBX using Blender 4.2 or later. Blender 4.5 is recommended for users who plan to edit normals, because it supports the Normal Edit modifier. However, do not open Blend files saved in a newer version of Blender with an older version. Doing so may cause problems such as data loss. It may be a good idea to save your Blend files with names that indicate which version of Blender was used to save them. Installing the PSK Add-on Since UModel exports data in PSK format, you will need to install an add-on in Blender to import it. Download io_import_scene_unreal_psa_psk_280.zip from the URL below and install it. For installation instructions, please refer to the link above. https://github.com/matyalatte/blender3d_import_psk_psa FModel This tool is very useful for checking the contents and structure of .uasset files. Spoiler For installation and usage instructions, please refer to the URL below. https://github.com/4sval/FModel/releases/tag/4.4.4.0 After launching the application, click Settings at the top and configure it as follows: General Tab (Required) Output Directory – Specify where the extracted data will be saved. Archive Directory - Specify the location of the Romancing SaGa 2 exe file (Romancing SaGa 2 RotS-Win64.exe). UE Version – Set this to 4.27 Model Tab You usually do not need to change anything here. UModel will be used to extract model data. These settings are only needed if you choose to use FModel for extraction: Model Export Directory Specify where the model data will be exported. Mesh Format Choose the format for exporting meshes (PSK or glTF). This completes the FModel setup. Edited May 17 by oppaiman
oppaiman Posted April 7 Author Posted April 7 (edited) How to use Fmodel I will explain how to use FModel. With FModel, you can view game data directly without extracting it. Spoiler Launch FModel and double-click Game-WindowsNoEditor.utoc (15.9 GB). Game data (referred to as assets in Unreal Engine) will be displayed in a tree structure. Body and eye materials and textures are shared across many characters, not just Therese. They are located in the following folder. Content/Model/Common Assets specific to the Female Rander class are stored in the following folder. Game/Model/NormalCharactor/Body/NB005_000 There are three folders inside NB005_000. NB005_001 The folder containing the assets for the first character, Therese NB005_002 The folder containing the assets for the second character, Mary NB005_003 The folder containing the assets for the third character, Agnes Inside NB005_001, there are four folders, each containing assets specific to the character. AnimInstance ABP_NB005_001_uasset・・・Animation Blueprint. Handles animation and physics-related settings. CR_NB005_001_uasset・・・Control Rig. Allows adjustment of bone positions and rotations in Unreal Engine. Mesh SK_NB005_001_uasset・・・Skeletal mesh. Contains the character’s geometry (polygons) and skeleton. PhAt_NB005_001_uasset・・・Physics asset. Defines physics behavior such as movement and collisions. Material MI_NB005_001_Hair_uasset・・・Hair material for Therese. Controls the color and surface properties of the hair mesh. MI_NB005_001_Head_uasset・・・Face material. MI_NB005_001_Wear_uasset・・・Outfit material. Texture T_NB005_001_Hair_ARM・・・Hair ARM texture. Presumably controls specular (shininess), roughness (smooth vs. rough), and metallic properties. T_NB005_001_Hair_BC・・・Hair base color texture (standard image). T_NB005_001_Head_ARM・・・ARM texture for the outfit. T_NB005_001_Wear_N・・・Normal map for the outfit. Adds surface detail to make low-poly meshes appear more detailed. T_NB005_001_Wear_Rim_C・・・Likely related to rim lighting (controls edge color/intensity of the model), but the exact function is unclear. Asset naming convention is structured as follows. (Example) T_NB005_001_Hair_BC T・・・Asset type (MI = Material Instance, T = Texture) NB005・・・Class. 001・・・Character index with in the class. Hair・・・Body part BC・・・Texture type (for textures) Asset contents and folder structures may vary depending on the character. Be sure to verify everything yourself using FModel. I am not responsible for any mistakes you make, and I will not respond to complaints. That concludes the section on FModel. Edited May 17 by oppaiman
oppaiman Posted April 14 Author Posted April 14 (edited) Data Extraction Using the U Model Since the game data is compressed in a format called “.pak” and cannot be edited as-is, we will use UModel to extract it into a different format. Spoiler Double-click umodel_acl_2.1.exe to launch it. From the dropdown menu next to “Path to game files:”, select the location of the Paks folder. The part before “Romancing SaGa 2 RotS” may vary depending on your installation directory. Romancing SaGa 2 RotS/Game/Content/Paks Check “Override game detection,” then select Unreal Engine 4 from the dropdown below, and Unreal Engine 4.27 from the dropdown on the right. Click OK. Once the tree view opens, select the files you want to extract. The Uasset file for Therese’s mesh to be modified this time is located at the following path. Game/Model/NormalCharactor/Body/NB005_000/Child/SK_NB005_001/Mesh Select “SK_NB005_001.uasset” and click Open. The mesh of the selected model will be displayed. Click Tools at the top, then select Export current object. First, choose the folder where you want to extract the files. Set the export options as follows. Skeletal Mesh: glTF Static Mesh: glTF Export morphed models: checked Check Export all weights: checked Texture format: TGA Click OK. Once the export is complete, you will return to the previous screen. Click Tools → Export current object again. Change the export settings as follows. Skeletal Mesh: psk Static Mesh: psk Export morphed models: unchecked Check Export all weights: unchecked Texture format: TGA Click OK. Once the export is complete, you will return to the previous screen. Press the O key to open the tree. Click the Texture folder, select all displayed textures, and click Export. The extraction process is now complete. A Game folder and the necessary subfolders will be created in the specified directory, and the extracted files will be stored there. For example, the glTF and psk files are located in the Mesh folder. You can move these files to another folder if needed. Edited May 17 by oppaiman
oppaiman Posted April 15 Author Posted April 15 (edited) Model Editing Using Blender This is not a Blender tutorial. Explaining everything would make this guide extremely long, so basic operations and terminology are omitted. This guide assumes you are using Blender 3.6. Spoiler After launching Blender, delete the Camera, Light, and Cube under the Scene Collection in the Outliner (top right), as they are not needed. You may also delete the Scene Collection itself if it is unnecessary. Import the extracted glTF files. Go to File → Import → glTF (top left). Leave the import options at their default settings. Select all extracted glTF files and click Import. Depending on your PC specifications, this may take some time. Preparing Objects for Shape Animation In Romancing SaGa 2, shape animation is used to change character facial expressions. We will perform the necessary steps to ensure shape animation works correctly in-game. Spoiler Armatures and their parented objects will be imported into the Outliner. Among them, SK_NB005_001 is the main object. Objects named SK_NB005_001_Morph000_Facial_xxx are shape animation objects. Select and delete all armatures except SK_NB005_001. From any of the remaining objects (other than SK_NB005_001), copy the SK_NB005_001_Morph part of the object name using Ctrl+C. Press Ctrl+F2 to open the Batch Rename window. Click the “+” button in the top right of the window to increase the number of entries to four. Set them as follows (paste the copied text into “Find” using Ctrl+V): All Objects Type: Find/Replace Find: SK_NB005_001_Morph Replace: (leave blank) Type: Strip Characters Characters: Digits Strip From: Start Type: Strip Characters Characters: Punctuation Strip From: Start Type: Find/Replace Find: .001 Replace: (leave blank) Click OK to remove unnecessary parts from the object names. Repeat the same process for mesh names (green triangle icon). Press Ctrl+F2 to open the Batch Rename window again. The settings will be the same as before. Change Object (next to “All”) to Meshes, then click OK. Unnecessary parts of the mesh names will be removed. Both object names and mesh names should now be simple, such as Facial_Eye_Anger. Make sure the names are correct. If they are incorrect, facial animations will not work. Combine the renamed shape objects into the main object. Switch the Blender Properties Editor to Object Data Properties. Hold Shift and select all renamed objects. Finally, hold Ctrl and click the main object (SK_NB005_001). In the Shape Keys panel, click the ▼ button on the right. Select “Join as Shapes.” The renamed shape objects will be merged into the main object as shape keys. The renamed objects are no longer needed, so delete everything except the main object. This completes the setup for shape animation. Importing and Setting Up the PSK Import the extracted PSK and link it with the glTF. Spoiler Import the PSK file. File → Import → PSK. In the import options, click "Skel" in the top right. Leave the other settings as default and click Import. The imported PSK will automatically be named “Armature.” The Armature is 100 times larger than SK_NB005_001, so adjust the scale to match. Select SK_NB005_001, then press S → 100 → Enter. From the top menu, go to Object → Apply → Scale. SK_NB005_001 will now be scaled up 100 times to match the size of the Armature. Next, set up the parent relationship between SK_NB005_001 and the Armature. Hold down the Ctrl key and select SK_NB005_001 → Armature in that order. Right-click, then choose Parent → Armature Deform. Now, the glTF object and the PSK armature are parented. When you move the bones, the mesh will deform accordingly. Texture and Material Setup Even if you set up materials and textures in Blender, most settings will need to be redone in Unreal Engine. However, base color textures can be carried over to Unreal Engine, so we will set them here. Spoiler First, rename the material. However, leftover unused data from previously deleted objects can sometimes prevent renaming from working correctly, so clean up the file first. Go to File → Clean Up → Unused Data-Blocks in the top left. Open the Material Properties panel (bottom right). Press Ctrl + F2 to open the Batch Rename window and set it as follows: All: Materials Type: Find/Replace Find: .037 Replace: (leave blank) If a number other than .037 is appended to the end of the material name, enter that number and remove it. Click OK to remove “.037” from the end of the material names. Assign textures to the materials. Change the shading mode so that textures are visible. Click the second icon from the right among the row of circular icons (Viewport Shading) shown in the image. Next, assign textures to the materials. Select SK_NB005_001, then open the Material Properties panel located in the position shown in the image. From the material list, select MI_NB005_001_Hair. In the material parameter list below, click the right side of Base Color, then select Image Texture. Click Open (bottom right), then choose T_NB005_001_Hair_BC.tga and click Open. If the texture is correct, Therese’s hair will appear blonde. To determine which textures correspond to which materials, check using FModel. As mentioned earlier, body and eye materials are, in many cases, located in the Common folder rather than the character-specific folder. In some cases, material names may not be properly assigned (e.g., dummy_material_4). Compare with FModel and set any missing material names in Blender. In this case, MI_NB005_001_Wear is missing, so rename dummy_material_4 to MI_NB005_001_Wear. Repeat this process to assign textures to all materials. Export as FBX This completes the basic work in Blender, so export the file in FBX format for use in Unreal Engine. Spoiler Please export using Blender 4.2 or later. If you were editing in an older version of Blender, save the file and reopen it in Blender 4.2 or later before Hold down the Ctrl key and select both the Armature and the object. Go to File → Export → FBX. Set the export options as shown in the image. The file name is optional, but I use the character mesh name of the MOD I am creating. In this example, it is set to “SK_NB005_001.” FBX export option settings can be saved as a preset. To do this, click the + button to the right of “Preset” located just above the export options. Simply enter a name and click OK. From the next time onward, you can simply select the preset to apply the settings. This completes the work in Blender. Edited May 17 by oppaiman
oppaiman Posted April 22 Author Posted April 22 (edited) How to Use Unreal Engine4 Finalize the mod so it can be used in the game. Project Creation and Basic Settings Spoiler Start UE4 and create a new project. Select “Blank Project” and proceed. Next, select “Blank.” Set “Maximum Quality” to “Scalable 3D” depending on your PC’s performance. Leave the other settings at their default values. Specify a folder and project name, then click “Create Project.” The project name is optional. Once the project has been created, the screen should look like this. Go to Edit → Editor Preferences → General → Region and Language. You can change the language here. Go to Experimental → User Interface. Enable Allow Chunk ID Assignment. Click the X in the top right to close. Go to Edit → Project Settings → Packaging. Check the options shown in the image. Click the X in the top right to return. Click Supported Platforms on the left, and disable all platforms except Windows. This completes the settings configuration. Importing the FBX Spoiler Prepare the necessary folders for Therese (SK_NB005_001). Create the same folders in Unreal Engine 4 as those automatically generated when extracting data with UModel. Alternatively, check the folder names and structure in FModel and create them manually. Folder names must be exactly correct. It is recommended to use copy and paste. Please keep the following points in mind. A Content folder is already included in the project by default. For character model mods, start by creating the Model folder. Uassets related to the eyes and body are shared among many characters and are placed in the Common folder. The Body folder is divided into Male and Female. Some characters may have Uassets stored in different locations than other characters. For example, eye textures may not be placed in the Common folder. Click the icon shown in the image to display the folder tree. Once the folders are ready, import the FBX created in Blender by dragging and dropping it into the Unreal Engine Content Browser. After a short wait, the FBX import settings window will appear. Click the triangle below Skeleton to expand the hidden menu. Configure the settings as shown in the image, then click Import All. For Normal Import Method, select Import Normals and Tangents from the dropdown menu. Depending on the contents of the FBX, the import process may take some time, but the FBX import is now complete. Editing Uassets Spoiler Edit the imported Uassets as needed and place them in the appropriate locations. Rename the following assets: Skeletal Mesh (pink thumbnail) → SK_NB005_001 Physics Asset (yellow thumbnail) → PhAt_NB005_001 Skeleton (light blue thumbnail) → SK_Character_Skeleton Right-click an empty area to open the menu, then select: Animation → Animation Blueprint Click the skeleton name SK_Character_Skeleton displayed below Target Skeleton, then click OK. Rename it to ABP_NB005_001. Double-click SK_NB005_001 to open it. After scrolling the bar down as shown in the image, select and configure the options shown in the image using the dropdown menus. Click the X in the top right to close the window. Not all required textures are imported with the FBX alone. Open the folder containing the textures and import them into Unreal Engine by dragging and dropping them. If the file format is supported, image files can be imported directly without going through FBX. Place the Uassets into their appropriate folders. Uassets can be moved by dragging and dropping them. SK_NB005_001・・・Content/Model/NormalCharactor/Body\NB005_000/Child/NB005_001/Mesh PhAt_NB005_001・・・Content/Model/NormalCharactor/Body\NB005_000/Child/NB005_001/Mesh ABP_NB005_001・・・Content/Model/NormalCharactor/Body\NB005_000/Child/NB005_001/AnimInstance SK_Character_Skeleton・・・Content/Model/Common/Skeleton MI_CB02_01・・・Model/Common/Material/Body/Female T_CB00_02_Body_CM・・・Content/Model/Common/Material/Body/Female/Texture T_CB00_02_Body_ARM・・・Content/Model/Common/Material/Body/Female/Texture T_CB00_02_Body_N・・・Content/Model/Common/Material/Body/Female/Texture T_CB00_02_Body_LM・・・Content/Model/Common/Material/Body/Female/Texture MI_CE00_05・・・Content/Model/Common/Material/Eye/Material T_CE00_00_CM・・・Content/Model/Common/Material/Eye/Texture T_CE00_01_CM・・・Content/Model/Common/Material/Eye/Texture Remaining Materials・・・Content/Model/NormalCharactor/Body/NB005_000/Child/NB005_001/Material Remaining Textures・・・Content/Model/NormalCharactor/Body/NB005_000/Child/NB005_001/Texture Check that the Uasset names and locations are correct, then save the project. File→Save All This completes the basic editing process. However, since nothing has been modified yet, let’s make a simple edit. Change Therese’s hair color. Make a copy of Therese’s hair texture, T_NB005_001_Hair_BC, as a backup. Open T_NB005_001_Hair_BC in an image editing program. In this example, GIMP is used, but you may use any software you prefer. Installation instructions and detailed usage of GIMP or other image editing software are omitted here. If you search online, you will find many websites with much more detailed explanations than I can provide. After launching GIMP, drag and drop T_NB005_001_Hair_BC into the center window. From the top menu, click Colors → Hue-Chroma. When the settings window opens, enter -50 for Hue in Presets, then click OK. Click File → Overwrite in the top left to save the file. Import the saved T_NB005_001_Hair_BC into Unreal Engine by dragging and dropping it into the Texture folder. The texture color has been changed successfully. Configure the material so it uses the modified texture. Open the material MI_NB005_001_Hair. If the Texture Sample node is not present, right-click an empty area, type “texture” into the search window, and press Enter to create one. Connect the RGB pin of the Texture Sample node to the Base Color pin of the Material node by dragging and dropping. Click the Texture Sample node, then use the Texture dropdown in the left window to select the modified T_NB005_001_Hair_BC. Right-click the Texture Sample node and select Convert to Parameter from the menu. Change the Parameter Name to Mat0_BaseColorTexture. Save the material and close the window. The Parameter Name Mat0_BaseColorTexture is used for Therese’s hair material. The Parameter Name you need to enter will differ depending on the material being modified. Check the source data of the material you want to modify in FModel. When opening MI_NB005_001_Hair in FModel, you will see the texture name Texture2D'T_NB005_001_Hair_BC' under ParameterValue. Enter the Name shown in ParameterInfo directly above it. After returning to the Content Browser, right-click MI_NB005_001_Hair and select Create Material Instance from the menu. A material instance named MI_NB005_001_Hair_Inst will be created. A material instance is a child material that inherits the settings of its parent material (master material) while allowing only specific parameters, such as textures or colors, to be changed. By using this material instance, you can apply the modified texture in the game. The Uasset name of the material instance can be changed to any name you like. Configure the mesh to use this material instance instead of the default material. Open SK_NB008_001. In the upper-left area of the screen, select MI_NB005_001_Hair_Inst from the dropdown menu shown in the image. Packaging Spoiler After assigning chunks to the edited Uassets, export them in a file format that can be used as a mod in the game. A chunk is a feature that splits assets and compresses them into separate files (.pak). It is used when adding data later, such as DLC or patches. The ID assigned to each package (.pak) is called the Chunk ID. For mods, the Chunk ID is used to distinguish between different installed mods. Chunks should only be assigned to modified Uassets, not to every Uasset in Unreal Engine. Right-click MI_NB005_001_Hair_Inst and select Asset Actions. In the window that opens, enter any number between 1 and 300. In this example, 5 is used. Assign a chunk only to the material instance. Do not assign one to the parent material. Assign a chunk to the modified texture T_NB005_001_Hair_BC using the same procedure. Although the skeletal mesh was not modified this time, assign Chunk ID 5 to the skeletal mesh ( (SK_NB005_001) ) as well for testing purposes. Finally, go to File → Save All in the top left to save the project. Perform the final steps. Go to File → Package Project → Windows (64-bit) in the top left. Select any folder and click OK. Depending on your environment, the packaging process may take some time. Create a mod installation folder named ~mod inside the following directory. The “~” character is half-width. Romancing SaGa 2 installation folder/common/Romancing SaGa 2 RotS/Game/Content/Paks/~mod The files exported from Unreal Engine are located in the following folder: Your selected folder/WindowsNoEditor/YourProjectName/Content/Paks Inside this folder, the files named pakchunk〇-WindowsNoEditorxxx are the required files. However, pakchunk0-WindowsNoEditor is not needed. The number in pakchunk〇 corresponds to the Chunk ID you assigned. Copy the following three files into the ~mod folder you created earlier: pakchunk5-WindowsNoEditor.pak pakchunk5-WindowsNoEditor.ucas pakchunk5-WindowsNoEditor.utoc Add _P to the end of the three copied files. This completes the work in Unreal Engine. Edited May 17 by oppaiman
oppaiman Posted May 15 Author Posted May 15 (edited) Testing the Mod Spoiler Let’s test the completed mod. Place the mod into the ~mod folder and launch the game. Therese’s hair should now be pink. Try rotating the character in the menu screen or moving around after making her the Emperor. If everything works correctly, the mod has been created successfully. Congratulations! This completes the basic workflow for creating a character model mod. How to Quickly Reimport an FBX Here, I will explain how to reimport an FBX. Depending on the changes you made, you may not need to redo all of the work in Unreal Engine when reimporting. Spoiler In this example, we will reimport the mesh SK_NB005_001. First, delete SK_NB005_001 in Unreal Engine. Then drag and drop the FBX into Unreal Engine. Configure the import options as shown in the image using the dropdown menus. If you become unsure about the settings, you can reset them by clicking Reset to Default in the top right. Skeleton: SK_Character_Skeleton Create Physics Asset: Disabled Material Search Location: All Assets Using these settings, you can import only the mesh. After that, open the imported mesh and apply any necessary settings. Troubleshooting Next, we will look at some examples of common failures and how to fix them. Q.Nothing changes even after installing the mod. Spoiler A.If nothing changes, the mod is most likely not being recognized. Look at this image and try to determine the cause. The folder name is incorrect. Therese’s folder is NB005_001 inside NB005_000. In this case, correcting the folder name caused the mod to work properly. Also, you may have simply forgotten to assign a Chunk ID. You can inspect the contents of your mod by opening it in FModel. If you intended to create a mod that changes the hair color, but it looks like this image instead, then the texture was not included in the mod because you forgot to assign a Chunk ID to the texture. Q.My MOD eyes are closed. Spoiler In many cases, closed eyes are caused by a problem with the shape keys. Open SK_NB005_001 in Unreal Engine 4 and check it. The shape keys (called morphs in Unreal Engine) are missing. Return to Blender and check the model. The shape key names were incorrect. There may have been a mistake during the renaming process. However, even after correcting the shape key names, the shape keys were still missing in Unreal Engine, and the character’s eyes remained closed in the game. After trying various things, I discovered the cause: the FBX had been exported using Blender 3.6. When exporting an FBX from Blender, you need to use Blender 4.2 or later. After correcting the shape key names and exporting the FBX again with Blender 4.2, the shape keys appeared correctly in Unreal Engine, and the character’s eyes opened properly in the game. Q.The eyes are not visible on MOD. Spoiler When exporting the FBX from Blender, change the Vertex Colors option to Linear using the dropdown menu. This setting is not available in older versions of Blender. If it is set to RGB, the eyes may fail to display correctly, as in this example. Q.My MOD looks ugly. Spoiler Your FBX import settings in Unreal Engine are incorrect. Because of that, the normals exported from Blender were not imported correctly into Unreal Engine. When importing the FBX into Unreal Engine, set Normal Import Method to Import Normals and Tangents. If that still does not fix the issue, the normals were most likely broken during editing in Blender. Q.Physics are not working, and the hair is clipping through the body. Spoiler You likely forgot to assign the Animation Blueprint to the skeletal mesh. In the Post Process Anim BluePrint field, select ABP_NB005_001 from the dropdown menu and assign it. Edited June 1 by oppaiman
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now