Action RPG Inventory System

I search for and go through quite a few tutorials every week and as far as I know at this point, a complete tutorial showing a full end-to-end asset pipeline that starts in a 3d program and ends up in ARPGIS does not exist.

However, all the necessary steps are covered (at least for Blender and I would expect the same to be true for other 3d software) in various tutorials that exist on Youtube. A search with the following listed terms should turn up suitable videos.

To my understanding so far, this is the basic flow:

  1. Export UE4 Skeletal mesh as .fbx
  2. Import .fbx into 3d program (such as Blender)
  3. Create model with materials
  4. Parent to bone(s)
  5. Weight paint model
  6. Export model with skeleton and materials to .fbx
  7. Export model with materials as static mesh (no skeleton) to .fbx
  8. Reimport both 7&8 to UE4.