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Guide

01. Mesh

Purpose

  • Model a background or interactive object, export it as FBX, and import the mesh into Modkit to place and utilize it in-game.

Required Files

  • Completed FBX file (Skeletal or Static Mesh)
  • Textures such as base color, combined maps, and normal maps

FBX Export Settings Guide

Item Setting / Description
Scale 1 unit = 1 cm
Nanite Enabled

⚠️ When exporting from Blender/Maya/3ds Max, even if UV2 is created, it may be omitted unless explicitly included.


How to Import in Modkit

  1. Launch Modkit
  2. Import Mesh (choose based on situation)
    a. Click Import Static Mesh
    b. Click Import Skeletal Mesh
  3. Select the prepared FBX file
  4. Check Import Settings
  5. Import Static Mesh
    1. Enable Nanite (recommended for optimization)
    2. Material: Can be auto-generated, but manual reassignment is recommended
  6. Import Skeletal Mesh
    1. Material Curve Suffixes
    2. Index[0]
      • .mat (used to map animation curve values to material parameters)
  7. Click Import → Mesh is loaded

Post-Import Checklist

Type Image What to Check
Skeletal Mesh Check Asset User Data → Index[0] → Anim Curve Meta Data
Static Mesh - Collision
1. Use Simple Collision As Complex (recommended)
2. Use Complex Collision As Simple
3. Manually create UCX

Common Issues & Fixes

Issue Cause Solution
Animation not compatible Missing Material Curve Suffixes Enter .mat in index[0]
Import error Missing collision Create manually or use Simple Collision As Complex

Chapter Summary

Checklist Done
Is scale set to 1cm?
Is collision set properly?
Is Material Curve Suffix applied?
Is Nanite enabled?

02. Material

No. Path Texture Usage Purpose
1 /Script/Engine.Material'/Game/BG/Material/MasterMaterial/M_Layer_BLUE.M_Layer_BLUE - Layer Parameter Usage
- R
BC, N, Packed, Mask
- G
BC, N, Packed, Mask
- BG
BC, N, Packed, Mask
- Detail
OC, N
Default material used for most objects
2 /Script/Engine.Material'/Game/BG/citysample/Prop/Material/M_Prop_Main.M_Prop_Main BC, N, OMR Basic material used without layer
3 /Script/Engine.MaterialFunctionMaterialLayer'/Game/BG/Material/MasterMaterial/MasterLayer/ML_Default.ML_Default BC, Normal, Packed(AOMRD) Layer used alongside base material. Useful for tile maps
4 /Script/Engine.Material'/Game/BG/MSPresets/M_MS_Foliage_Material/M_MS_Foliage_Material.M_MS_Foliage_Material BC, Normal, ORT Used for grass, trees, etc.
5 /Script/Engine.Material'/Game/BG/Material/MasterMaterial/M_Glass_BLUE.M_Glass_BLUE Not required Used for translucent glass
6 /Script/Engine.Material'/Game/BG/Material/MasterMaterial/M_GlassThin_BLUE.M_GlassThin_BLUE Not required Used for thin glass
7 /Script/Engine.Material'/Game/BG/Material/MasterMaterial/M_Layer_BLUE_Clock.M_Layer_BLUE_Clock - Layer Parameter Usage
- R
BC, N, Packed, Mask
- G
BC, N, Packed, Mask
- BG
BC, N, Packed, Mask
- No detail layer
Used for clocks

03. Texture

Name Description
BC Base color (Albedo)
N Normal Map
OMR R: AO / G: Metallic / B: Roughness
OC R: AO / G: Curvature / B: Emissive
ORT R: Opacity / G: Roughness / B: Translucency
Packed (AOMRD) R: AO / G: Metallic / B: Roughness / A: D (Unused)

Texture Settings Checklist

No. Texture Compression Settings sRGB Virtual Texture Streaming
1 Albedo / Base Color / Color Map Default(DXT1/5, BC1/3 on DX11)
2 Normal Map Normalmap(DXT5, BC5 on DX11)
3 OMR Masks(no sRGB)
4 OC Masks(no sRGB)
5 ORT Masks(no sRGB)
6 Packed(AOMRD) Masks(no sRGB)