WARNING: The folder you select as the cooking path will have all of its contents deleted.
When you've made your files and want to share your mod, select 'Share Mod' ->. To create a mod, refer to the following sections: This is a body that uses only shape keys for its morphs, and has 40k polygons: This is a body that uses only bone weighting for its morphs, and has 7K polygons: the greater vertices a body has, the longer it takes to stamp a fixture.The fewer vertices a body has, the less information there is to interpolate the cutouts, so some fixtures may have misaligned holes.Use shape keys and morph targets sparingly. try to keep bodies between 7k-30k polygons, and use bone weighting for as many morphs as possible.Higher-resolution meshes take longer than usual to conform to the car once they are placed. Try to keep conforming meshes lower than 5,000 triangles.With between 100 and 150 triangles, the fixture may lag when being dragged around any higher and it will lag too much to use properly. Keep UV meshes lower than 100 triangles.A 10K-poly body with 10 shape keys affecting every vertex effectively has 100K polygons that the fixture system has to raycast to, and this significantly impacts the time it takes for fixtures to conform. A 10K-poly body may make dragging fixtures around and conforming them to the car take slightly longer than usual, but if that same body uses morph targets in addition to (or instead of) bones, this poly count is multiplied by the number of shape keys and the vertices they move. Likewise, the poly count of a car body impacts performance in that the more polygons a car has, the longer it takes to complete fixture raycasts.
UV meshes impact performance signinficantly with a higher poly count try to keep UV meshes as low-poly as possible. This is doubly so for fixtures that cut into the body-a UV mesh's vertices are raycast to the car on every frame while you're dragging the fixture around. This is why you'll see more detailed fixtures sit there for a few seconds before conforming to the car. There is a performance impact to poly count with fixtures in that a ray is cast to the body for every vertex the more vertices there are in a mesh, the longer it'll take to conform to the body.This is a negligible consideration compared to raycasts for fixtures, however (explained below). This is usually not an issue in Automation, but meshes that are too dense or small will impact performance. Shading is calculated with a 2x2 grid, so poly count only impacts performance here if you end up with polygons too close together in screen space.While it is true that in terms of mesh rendering and draw calls, there is practically zero performance impact for meshes with less than 2,000 polygons, the same cannot be said for shader rendering or fixture stamping. Performance of fixtures and bodies in UE4 is a heated topic.
Additionally, only plugins can be cooked, hence the requirement to make content in your mod folder.
Despite being referred to by UE4 as 'plugins', mods are stored in the 'Mods' folder.