Changing the Look
Meshes, colours and lights — the work you will do most often on a vehicle.
1. Import the FBX​
To swap a mesh you first import the FBX into the project. That gives you an asset
path starting with /Game/..., which you then assign to a part slot.
Check these before importing.
- Axes — +Y forward, +X toward the left-hand door
- Pivots — doors at the hinge, handlebars at the centre axis, wheels at the spin centre
- Scale — not wildly larger or smaller than the original part
2. Assign it to a slot​
Pick a name under slots in the part list and assign the mesh path.
Your change is layered on top of the vehicle Blueprint rather than editing
it, so the original stays intact.
Leaving a slot empty removes that part in game — useful if you want to drop the side mirrors.
The outer box is not recalculated when you change a mesh. If the body size changed, fix it by hand — otherwise the vehicle will not fit a parking space, or collision will be off.
3. Add colours​
You can add paint options. One option is a name plus one sRGB value.
BlueSky → 4A90D9
Sunset → FF8800
The name is the key the game UI uses to tell colours apart; the value is a six-digit hex number.
4. Adjust the lights​
Each slot under light_slots takes three values.
| Value | Meaning | Unit |
|---|---|---|
| Colour | Colour of the light | hex (default FFFFFFFF) |
| Brightness | Intensity | number |
| Attenuation radius | How far the light reaches | cm |
Use it to make head lights yellower or tail lights deeper red.
Which part glows when a light turns on is decided by a masking texture. It uses an RGB texture for emissive plus a mask splitting front from rear, and it has to line up with the light state and the material's response.
5. Move the seats​
Moving a slot under seats changes where a Zoi sits. You give a position (cm)
and a rotation (degrees). Moving a seat brings its sitting pose along with it.
If you lowered the body or pushed the seat back, move the seat too — otherwise the Zoi sits in mid-air or sinks into the body.