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Either way command:
Code: Select all
FlagBase0 FlagBase1 FemaleTorso3 etc.
Optimal solution is using in Editor/Modding version of UT an Engine with these properties opened and constants turned into variables - I really don't get what is with some of those "constants" which are extremely "variable" at C++ Level... and not all of them should be constants at all, they are only making a mess in compiler for nothing.