JDDysart Posted April 14, 2018 Share Posted April 14, 2018 I am glad to hear that you have your mod loading without errors now. Still, being the curious type, I have noted several changes:ARC_Helmet_BlacklightGhost_M in >ArchetypeName="AamaxuMod_Assets.Archetypes.ARC_Helmet_BlacklightGhost_M"< .Archetypes. (context) in >ArchetypeName="AamaxuMod_Assets.Archetypes.ARC_Helmet_BlacklightGhost_M"< AamaxuMod_Assets in >ArchetypeName="AamaxuMod_Assets.Archetypes.ARC_Helmet_BlacklightGhost_M"< which you did mention and TemplateName="Helmet_BlacklightGhost_M"I suspect that all of the above factor into your mod now appearing in the game without errors; ... while I am left to wonder if AamaxuMod_Assets could be something closer to Helmet_BlacklightGhost and still work?But this last is just my overactive curiosity at work and definitely NOT your problem. Please have a great modding future, ~ JDDysart Link to comment Share on other sites More sharing options...
Aamaxu Posted April 19, 2018 Author Share Posted April 19, 2018 I also tested it with BlacklightHelmets_Assets and had no problems. I imagine merely adding _Assets to the end is enough to make any mod name unique enough for Unreal not to complain about. Every texture is now TX_Blacklight<helmetname>_<helmet variation name>_M or _FFor example TX_BlacklightGhost_Default_M and TX_BlacklightGhost_Smile_M If I've learned anything from this is that UE is a huge baby when it comes to names. Thanks for assisting with this, man! Link to comment Share on other sites More sharing options...
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