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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

ItemSetting / Description
Scale1 unit = 1 cm
NaniteEnabled

⚠️ 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
    1. Import Static Mesh
      1. Enable Nanite (recommended for optimization)
      2. Material: Can be auto-generated, but manual reassignment is recommended
    2. Import Skeletal Mesh
      1. Material Curve Suffixes
      2. Index[0]
        • .mat (used to map animation curve values to material parameters)
  5. Click Import → Mesh is loaded

Post-Import Checklist

TypeImageWhat to Check
Skeletal MeshCheck 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

IssueCauseSolution
Animation not compatibleMissing Material Curve SuffixesEnter .mat in index[0]
Import errorMissing collisionCreate manually or use Simple Collision As Complex

Chapter Summary

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

02. Material

No.PathTexture UsagePurpose
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_MainBC, N, OMRBasic material used without layer
3/Script/Engine.MaterialFunctionMaterialLayer'/Game/BG/Material/MasterMaterial/MasterLayer/ML_Default.ML_DefaultBC, 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_MaterialBC, Normal, ORTUsed for grass, trees, etc.
5/Script/Engine.Material'/Game/BG/Material/MasterMaterial/M_Glass_BLUE.M_Glass_BLUENot requiredUsed for translucent glass
6/Script/Engine.Material'/Game/BG/Material/MasterMaterial/M_GlassThin_BLUE.M_GlassThin_BLUENot requiredUsed 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

NameDescription
BCBase color (Albedo)
NNormal Map
OMRR: AO / G: Metallic / B: Roughness
OCR: AO / G: Curvature / B: Emissive
ORTR: Opacity / G: Roughness / B: Translucency
Packed (AOMRD)R: AO / G: Metallic / B: Roughness / A: D (Unused)

Texture Settings Checklist

No.TextureCompression SettingssRGBVirtual Texture Streaming
1Albedo / Base Color / Color MapDefault(DXT1/5, BC1/3 on DX11)
2Normal MapNormal Map (DXT5, BC5 on DX11)
3OMRMasks(no sRGB)
4OCMasks(no sRGB)
5ORTMasks(no sRGB)
6Packed(AOMRD)Masks(no sRGB)