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When I started this project I was mostly concerned on having set characters I designed, and maybe some cameo characters from other places. As I got farther into it I tried adding some tools that allowed limited customization, like recoloring existing characters skin, using different character hair, etc. This still had limits though.

As I re-tool materials, hopefully for the final time, to utilize UDIMs, to both lower draw calls and simplify materials, I decided I need to make a real customization system. A way for people to just add their own characters to the mix alongside mine and reload them whenever they want, rather then having to edit my characters each time.

This is going to mean rethinking a few of my systems, focusing less on "character packs" and more of a skeleton of characters parts that will be loaded individually. A small breakdown of some changes.

Modulate Data Tables - Less singular tables (characters) and more diverse tables (hair, outfit, texture, etc). It means I have to setup more soft referencing tables but once they are done I can just iterate into each table if I add something like new hair or textures.

Proper Saving - A way to save the character to be reloaded at a future time, remembering all of it's features and colors. The saving system in Unreal is honestly confusing as fuck, so this one is not one I look forward to deep diving into, but I need to do it anyways for other content, so might as well practice on this.

More Features - Better breakdowns of different color systems, so skin color, eye color, nail color, lip color, etc. This is already mostly finished thanks to my reset of the material system, I just have to make it easier to adjust the parameters and of course save them for reloading.

This is just a light breakdown of what I am hoping to do in the next week or so, because I need to be better about being transparent with you all and update more often, so this month I have been trying to be better on that. Have a good rest of the week y'all.

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