Skip to content

Replicating Game Structure In Unreal Editor


In order to replace a file, it must mimic the file pattern of the original source game. In order to do so, you must know how to use Umodel to browse in-game files.

Identifying a plugin


Due to how Toys For Bob's internal structure works, plugins folder will have subfolders that are not plugins themselves. Due to this you need to find the correct folder that hosts the real plugin using umodel.

How to install and use umodel

Plugins are easily identified by the directory that contains a sub-folder named Content.

Creating the plugin in Unreal Engine


In the Unreal Editor, you will need to create a plugin. To do so, go to Edit > Plugins.

Click on "New Plugin".

Select "Content Only Plugin". Name it exactly the same as how it was on Umodel.

Example

If the plugin folder in Umodel is called CPS1999_Spyro, name it exactly CPS1999_Spyro.

After naming your plugin, press "Create Plugin".

Making Your Plugin Visible In The Editor


Now with your plugin created you need to enable the option to see it in the Content Browser

Open View Options and Enable Show Plugin Content

image-20200602181829714

and enable Sources Panel to see grid view of plugins.

image-20200602183013297

Naming Your Assets


When you create a new plugin, Unreal Editor will automatically generate Content folder that will not be visible in Unreal Editor. This mean you don't need to create a Content folder in Unreal Editor.

Now go back to Umodel and check the name of the file you want to replace and where it is located at. You need to replicate the exact file name and location in order to replace in-game assets.

Example

Let's say you're going to replace Spyro's mesh: Your replacement meshes need to replicate folder and file structure of Reignited.

In Umodel Spyro's mesh contains three assets. PH_CPS1999_Spyro.uasset, SK_CPS1999_Spyro.uasset, SKEL_CPS1999_Spyro.uasset located at CPS1999_Spyro/Content/Mesh

Your own Spyro mesh needs to be at CPS1999_Spyro plugin, in the Mesh folder and names of all assets needs to be exact same as the ones in Umodel without .uasset.

So if you see in the viewer SK_CPS1999_Spyro.uasset, name in the Unreal Engine Editor should be SK_CPS1999_Spyro

In order for skeletal replacement mods to work properly, you must have skeleton(cyan colored) and physics(orange colored) assets right besides skeletal mesh asset(purple colored) in Unreal Editor.

Again, make sure everything is named the same as the files found in Umodel Viewer and all of them are in the correct location and you have necessary files for skeletal meshes


Now that you understand how to replicate file structure in Unreal you can continue with Replacing Assets tab or press one of the buttons below.

Model Replacements

Texture Replacement

Level Creation

In-Game Text Replacement

Sound File Replacement