Paragon files global

When it comes to Paragon characters, do the files inside the folder “Global”, that don’t also contain the name of the paragon, are supposed to be unique and used for all of the paragons? But when they added them as individual assets, they also duplicated those files?

As a practical example, in Aurora Global folder, Eyelash subfolder you have 3 files.

  1. M_EyelashMaster_N” is this file supposed to be unique and used for all paragons that need it, as this file can also be found in Countess same folder structure?
  2. T_Aurora_Eyelashes_D” this clearly is meant for Aurora
  3. T_Aurora_Eyelashes_N” same as above

Also as a small side note, do Paragon characters get updates (asset files are changed, removed or new ones added) on https://www.fab.com/, or they only test (or “test”) them to see if they work with newer versions of Unreal Engine and they add the label Supported engine versions 5.X? This would be nice to know, for example you download them on UE 5.2, but in time you end up with 5.11, and now you need to know if you should download them again, or they would be the same.

Hey there @smallgamedevfun! I can’t speak for the global files , though the proper workflow is intended to be one master global material type, and all others pull from it, so in theory you should be correct that the master materials are in fact used as master materials.

For the small side note question, as of now there is no dedicated fixes applied to Paragon assets to make them work for the latest versions, just a migration to verify they work before approving the 5.x tag. This isn’t a hard and fast rule, but has been the current method since prior to 5.4 there hasn’t been any major breaks. There is currently an issue however with some of the assets. Specifically skins for the characters outside of their main skin causing issues.

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