Well, first off, that won't have any effect actually. The primary skin assignments take effect within the same class the mesh is imported only, afaik.
All you have to do is to import the texture itself only, and open that package in Ued to check if your texture is actually being imported or not.
Next, the import directives for the main class you got that from, tells that the assigned skin array is MultiSkins[1] (since it's applying the skin to NUM=1).
So now you either set the new texture in the code:
Code:
simulated function PostBeginPlay()
{
MultiSkins[1] = SomeTexture;
Super.PostBeginPlay();
}
Or in the default properties:
Code:
defaultproperties
{
MultiSkins(1)=SomeTexture
}
Notice the difference between default properties and running code: in default properties you can't apply any space, nor ";" at the end of each variable assignment, plus array indexes are represented within "()" and not "[]".
In configuration (ini) files however, the array index is represented by "[]".
Another thing: I hope you're compiling your scripts "externally" and not within "Ued" itself. What I mean is: create .uc files instead (unreal classes) externally, then compile them into a new package using "ucc make" or "UMake", never use Ued itself to compile, for several reasons:
- Syntax highlighting only works when you "reselect" the script;
- Some scripts won't open due to a naming bug: if you open "Whatever" class, you won't be able to open the "What" class for example;
- The import directives won't work at all;
- You cannot change the package binaries anymore (delete classes for instance).