Hi Miranda, how can I export/import those shaders into Unreal? If I use the usual approach it still uses the standard specular setup. Are those the R and M textures found in the texture view panel, if so I could probably just save those and import directly.
According to the step 2
of process, you'll have to add the Content folder to the directory for the specific Unreal Project in order to apply the custom shaders.
So next time when you import FBX to Unreal, you will see a message popup for the desired material (step 3
A big issue I encounter is when exporting without the option Delete Hidden Meshes, upon import this bumps realigns the meshes slightly, requiring tedious modifications via the Edit Mesh feature, and very annoying each time a Windows System alert is called when I resave/overwrite the file.
Did you mean that you need to edit mesh because of mesh surface penetration issue?
If this is the case, we suggest to adjust the "Increase Size" in the Conform panel to make the clothing larger.
*To expand the Conform panel, go to Modify Panel > Modify Section > Conform.
By the way, I just sent you a private forum message the end of March. Can you check your message box?