Skeletal Mesh Modding
Skeletal Mesh Replacement
- Extract the model as a .psk using UModel.
- Import file into Blender using the Blender PSK plugin.
- Change the units into Metric, Meters, with a scale of 0.01.
- Scale the model and skeleton by 100.
- Unparent the skeleton from the model.
- Import the model you want to replace the normal model with, and resize it to fit properly.
- Delete the old model. And apply all transforms with Ctrl + A.
- Parent the skeleton to the new model using Ctrl + P. I recommend not automatically weight painting, and doing everything manually. Also make sure the root bone is the correct one. For guns this should be
J_Gun
. For other skeletal meshes, this will be something different. You can view the root bone in UModel. If you have another bone as the root, rename it toArmature
, this makes Blender ignore that bone. - Paint the weights accordingly. For guns you’ll most likely want to paint each moving piece with a value of 1.0.
- Export the file as an .fbx without leaf bones.
- Import the file into UE4.
- In order to make material files work, they must be instances of preexisting materials in the game. Instance a material, edit as you would like. Hook up your texture assets. This will be talked about in Material Replacement.
- Cook the content, and put the texture, material, and mesh files in the correct places.
- Make sure to add a
_P
to the end of your .pak file name. This makes it a patch file.