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Emulated Materials (Step 2: Setup for Beginners)
This guide assumes:
- You are new to Unreal Engine
- You are using a community-provided emulated materials pack
- You want predictable, safe results in-game
This step focuses on correct installation and correct parenting. Skipping either will cause problems later.
Part 1 — Installing the Emulated Materials Pack (Required)
The community emulated materials are provided as a Content folder inside a ZIP.
IMPORTANT: How These Must Be Installed
You should install the materials pack using Windows Explorer, not by dragging assets into Unreal Editor.
Correct Installation Method
- Close Unreal Engine (recommended)
- Download and extract the emulated materials ZIP
- Inside the ZIP, locate the
Contentfolder - Open your Unreal project folder in Windows Explorer
- Drag the entire
Contentfolder from the ZIP into your project folder
Your project structure should look like this:
YourProject/ ├─ Content/ │ ├─ (emulated materials folders) │ ├─ (emulated textures folders) │ ├─ (other existing content)
- If prompted to merge folders, allow it
- If prompted to replace files, follow your community’s guidance
- Launch Unreal Engine (or reopen the project)
Why This Method Matters
- The materials expect textures at specific paths
- If you import only materials without textures, shaders may break
- Dragging assets inside Unreal Editor can cause missing references
- Installing everything together ensures materials and textures link correctly
If shaders appear broken after install:
- It usually means textures were not installed at the same time
- Reinstall the pack with the full
Contentfolder
Part 2 — Understanding What You Just Installed
After installation, the pack usually contains:
- Base emulated master materials (logic only)
- Material Instance presets (MI presets) built from those materials
- Textures referenced by those presets
The MI presets are already configured for specific use cases.
This distinction is critical.
Part 3 — VERY IMPORTANT: Which Asset to Use as the Parent
You MUST Use an MI Preset as the Parent
Do NOT parent directly to the base material.
There is usually a folder similar to:
Content/ └─ <EMULATED_MATERIALS_FOLDER>/ └─ Presets/ └─ (Material Instance presets)
⬆️
THIS is where your parent should come from
(Leave a placeholder here if you want to insert the exact folder path later.)
Why You Should NOT Use the Base Material Directly
The base emulated material:
- Contains all possible logic and switches
- Has many switches disabled by default
- Is not configured for a specific use case
The MI presets:
- Turn on the correct switches
- Match specific in-game scenarios
- Act as a “configured starting point”
If you parent directly to the base material:
- Important features may be disabled
- The material may look correct in-editor but fail in-game
- You may miss logic that the game expects to be active
This is a common beginner mistake.
Correct Parenting Workflow (Beginner-Safe)
-
Locate the MI preset that best matches your use case
- Skin
- Cloth
- Hair
- Etc.
-
Right-click the MI preset
-
Select Create Material Instance
-
Name your new MI according to your mod’s needs
-
Place it in the correct folder (per your community rules)
Your new MI:
- Inherits all correct switches from the preset
- Exposes only the intended parameters
- Is safe to customize
Part 4 — What You Are (and Are Not) Packaging
What SHOULD Be Packaged
- Your new Material Instance
- Any custom textures you assign
What SHOULD NOT Be Packaged
- The base emulated material
- The MI preset you used as a parent
Those parent assets exist to:
- Enable editor preview
- Provide correct parameter defaults
- Act as references
They are not meant to be shipped in your mod.
Part 5 — Making Your First Change (Keep It Simple)
For beginners, start with:
- Base Color / Albedo only
Steps:
- Open your new Material Instance
- Find the Base Color (or equivalent) parameter
- Enable the override checkbox
- Assign your texture
- Save the asset
Do not change:
- Normal maps
- RMA / TSE / packed textures
- Switches you don’t understand yet
Common Problems and Their Cause
“My material looks wrong in-game”
- Likely parented to the base material instead of an MI preset
“Features like dirt/sweat aren’t working”
- Parent preset not used
- Required switches not enabled
“Shader errors after install”
- Materials installed without textures
- Content folder not copied correctly
Stop Here
If you have:
- Installed the pack correctly
- Used an MI preset as your parent
- Created your own MI from that preset
- Overridden only what you need
You are set up correctly.
Next Step
Continue to:
- 05_emulated_materials_beginner_examples.md
This will walk through:
- Skin recolor / tattoo example
- Simple cloth texture swap
- Common “which texture goes where” mistakes