So, I am working with the Hogwarts Legacy Creator Kit that is essentially Unreal 4.27.2. The kit allows for the usage of this CharacterCreator Level that gives the user (me) the ability to make custom outfits and to custom texturize each piece with various controls etc. Now, I am trying to figure out how they managed to get this system to work for texture regions. If you can see from the images there is a drop down menu that allows me to choose different parts of the mesh like the SashEndTrim or the CorsetCenter. By selecting any of these in this menu it allows me to basically change the texture of that given region of the mesh its own texture and even further edits of specular etc. My question is how are these texture regions assigned to the meshes.
I have been digging through these files extensively and this top piece the one with the blue and stars on it is literally using 1 Material Instance, yet it has 12 texture regions assigned to it. You can even tell from the photo that the patterns (textures) on the sash area is obviously different than the pattern (texture) of the CorsetCenter and the even the Blouse/Shirt. These different patterns can be changed to a different pattern altogether without changing anything else on the mesh. as displayed here.
I have tried looking at the texture files and they are all cooked packages. I then have tried to find out what file essentially assigning these texture regions, but have yet to find out how these are assigned properly. The Mesh of the object only has 3 Material Slots of which 2 of them are using the same exact Material Instance. The third material slot is actually just disabled and used for a ChaosCloth animator.
The only thing I have found so far is where the Regions names themselves are located in the Character Piece asset, but this doesn’t help in trying to figure out how they have assigned the names to the meshes regions in particular.
I have tried opening the Material Instance file and this file as well gives no info on the Regions either. It does have assigned UV Region ID, but this again still is just 2 files of yet 2 more cooked packages that can’t be accessed.
So, I am trying to figure out how to get these regions assigned clearly by the corresponding numbers they have to assign names of my own to a new mesh that can be customized in the charactercreator level. My guess is that these cooked texture region files are in fact UV Maps of the different faces of the mesh, but I have no clue as to how to assign my UV texture maps in the same way as its done here.
Now I do know that in order to be able to utilize the customizations for the charactercreator level all of the gear pieces that have assigned regions are in fact using Material Instances of the Master Material MM_ClothSwatch. This master material though only sets up how to do adjustments to the instances used. It does not however link the texture region files to the charactercreator level’s function. My best guess is that somewhere there is a file in this massive sea of files of a Blueprint Class that has some call to functions that assigns the regions shown in the image below of the Data Asset which you can see does actually say regions and their given appropriate names to the actual texture region files and then to the character creator level’s customization tool. This is the part where I am left scratching my head as to finding out what they did to link these. I know for a fact that it can be done or otherwise I wouldn’t be able to customize the already current meshes in this fashion. Anything they did can be replicated. Any Suggestions?