06A. Creating New Creatures - NellsRelo/OMD3-uSDK GitHub Wiki
Creating New Creatures
Note: This guide was written before the uSDK was created. Once the uSDK includes Character BPs, it will be easier to do this.
Stage 1: Custom Visuals
- Create your Custom Assets - Textures and Models(if necessary)
- (Optional) Apply them to an existing creature to test them
Stage 2: Setting up the New Creature Files
You will need:
- BP
- _INST Materials
- _SKM and _PHY assets You may need:
- Gibs
- Optimized BP
- Optimized _SKM and _PHY assets
- Gib BPs
For each of the above .uasset
files:
- Open file in a hex editor
- Edit any strings referencing assets that you don't want to use, pointing them to the new custom assets.
- Repeat for Strings ending in _C to ensure classes are properly named
- Save and repeat
Stage 3: Data editing
- Open
AICharacterProtos.uasset
in Asset Editor - Export a creature you want to use as a base
- Make any changes you want to make in the
.xml
(Name at minimum) - Import the
.xml
file - Make any changes needed to reference the new files and file locations
- Save the file
- Open
AICharacterAbilitiesProtos.uasset
in Asset Editor - Create any desired abilities.
- Save the file
- Reopen
AICharacterProtos.uasset
in Asset Editor - Ensure the new creature has an ability that exists in
AICharacterAbilitiesProtos
(the one you created, if you created one)