00 UE ‐ Asset Placement - CDDTreborn/Tekken-8-Resources GitHub Wiki
Asset Placement Basics (This Is Required Knowledge)
When modding Unreal Engine games, assets are not discovered automatically. They are loaded using an exact address.
That address is made of two parts:
- Folder path
- Asset name
If either one is wrong, the game will not load the asset.
Why This Matters
We use FModel to inspect the game’s internal file structure.
In FModel, everything starts inside the Content folder.
That Content folder is the root of all asset paths the game expects.
Your mod must recreate the same structure.
The Golden Rule
To reference an in-game asset, you must match its path and name exactly.
That includes:
- Folder names
- Folder order
- Asset name
- Underscores, prefixes, and capitalization
Being “close” does not work.
What Happens If You Get It Wrong
If an asset is:
- Placed in a custom folder
- Renamed for readability
- Missing part of the folder tree
Then at runtime the game will:
- Look in the expected location
- Not find the asset
- Fail to load it (often falling back to blank or default)
The game does not search or guess.
Example
What FModel Shows
Content/Game/Characters/XYZ/Materials/MI_Body
What Your Mod Must Contain
Content/Game/Characters/XYZ/Materials/MI_Body
Both the path and the name must match exactly.
Why This Is Especially Important for Dirty Material Instances
Dirty Material Instances are references to materials that already exist in the game.
When a mesh loads a material, it stores something equivalent to:
Load material instance at this exact path
If your project does not contain an asset at that address:
- The game cannot resolve the reference
- The material will not load
This is expected behavior.
What NOT To Do
Do not:
- Create your own organizational folder structure
- Rename assets to be cleaner or clearer
- Change underscores, prefixes, or suffixes
- Move assets after assigning them to meshes
Any of these will break the reference.
Simple Mental Model
Path + Name = Address
If the address is wrong, you are pointing to a different asset.
Quick Checklist (Before Testing)
- Did I copy the folder structure from FModel?
- Does the asset live under
Content/? - Does the asset name match exactly?
- Did I avoid reorganizing things?
If all answers are YES, the asset can be found.
Stop Here
This is foundational knowledge.
Understanding this is required before:
- Dirty Material Instances
- Emulated materials
- Custom materials
- Any advanced modding steps