@AbbieDoobie I installed UE 5.2.1 form Epic Launcher but RoboCop-Win64-Shipping.exe is made with UE 5.2.0 In this case modding will not work, isn't it? At least I tried and it's not working.
The guide doesn't explain how to re-import modified files, other than just "drop your modified files into the content browser," but that doesn't work.
I wanted to edit some scripts, I tried exporting them in FModel as both a uasset and json, but neither works when trying to drag and drop them into the content browser. Trying that with a uasset gives me a warning that uassets are an unknown extension, while trying it with a json prompts me to choose what kind of table it is (and trying any of them doesn't work). https://i.imgur.com/H8KYaUy.png
I also read that copying the uasset into the project's "Content" folder should work, but it still doesn't appear in UE 5.2, any ideas? It's just one simple line of code I want to change in DT_FPPRifleSettings.uasset
The guide has been VERY helpful, and I think I'm doing what I want to do right, but I'm having an issue trying to replace arcade cabinet textures.
I've extracted the original PNG file and edited it then used UE5.2.1 to export the project into modded pak files, but every time I do that it somehow reverts my edited texture file back to the original arcade texture when I use FModel to preview my pak, and I've never touched the original arcade texture when making my own pak files!
I tried for hours to figure out what I was doing wrong...do you think you could help? Should I be using UE5.2 instead of 5.2.1?
I had that exact issue verbatim until I figured out: 1. Enable chunks and ensure you have a chunk ID in the label asset. 2. Ensure your pak/ucas/utoc files end in "_P".
Both of those things are mentioned in the guide, so if you followed it they should be accounted for. I just remember seeing the same thing when I loaded up FModel for the game w/my mods in there. I could view my mods items, but they would appear to just be the default content.
I did all that and double checked the settings for my project, but it always reverts my new arcade textures back to the original in game textures that I never imported into my custom texture mod.
Does this method only work for the RoboCop demo, or are there other settings the guide doesn't talk about that I need to enable?
The game definitely needs the original sounds from the first two movies for the Auto9 gun, the HUD writing and beeping sounds, the targeting system sounds, and the footstep sounds. Can someone please do this God work?
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I installed UE 5.2.1 form Epic Launcher but RoboCop-Win64-Shipping.exe is made with UE 5.2.0
In this case modding will not work, isn't it? At least I tried and it's not working.
I wanted to edit some scripts, I tried exporting them in FModel as both a uasset and json, but neither works when trying to drag and drop them into the content browser. Trying that with a uasset gives me a warning that uassets are an unknown extension, while trying it with a json prompts me to choose what kind of table it is (and trying any of them doesn't work). https://i.imgur.com/H8KYaUy.png
I also read that copying the uasset into the project's "Content" folder should work, but it still doesn't appear in UE 5.2, any ideas? It's just one simple line of code I want to change in DT_FPPRifleSettings.uasset
Code/Script/Table mods may require a uproject file to be generated using UE4SS, which I have on my backburner to figure out.
I've extracted the original PNG file and edited it then used UE5.2.1 to export the project into modded pak files, but every time I do that it somehow reverts my edited texture file back to the original arcade texture when I use FModel to preview my pak, and I've never touched the original arcade texture when making my own pak files!
I tried for hours to figure out what I was doing wrong...do you think you could help? Should I be using UE5.2 instead of 5.2.1?
1. Enable chunks and ensure you have a chunk ID in the label asset.
2. Ensure your pak/ucas/utoc files end in "_P".
Both of those things are mentioned in the guide, so if you followed it they should be accounted for. I just remember seeing the same thing when I loaded up FModel for the game w/my mods in there. I could view my mods items, but they would appear to just be the default content.
Does this method only work for the RoboCop demo, or are there other settings the guide doesn't talk about that I need to enable?
Great guides you made, thanks for them.