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About the project

Customization beyond
a single character.

Ultimate Customization System is our Unreal Engine framework for interactive object variation. Work with alternative models, materials and parameters to give an object more than one possible form.

Characters, equipment and props can all have variations. The starting point is deciding what should change and what those choices mean in your project: a different appearance, a material option or a parameter-driven response.

For development and presentation

Developers can organise customization as a reusable system. Designers can explore interactions and choices. Artists can present the same asset in different forms and materials.

The models and art direction come from the project using the tool. UCSystem provides a framework for working with their variations, so the possibilities can become part of an interactive experience.

Shaped by our own games

We use and refine UCSystem in Project Alchemy and The Ruler. Their practical needs help us evaluate how customization fits into a larger game.

Evaluate the published product

Start with the objects you want to customise and the choices you need to offer. Then compare those needs with the current FAB listing, including its features, supported Unreal Engine versions, requirements and license.

Development continues beyond published releases. The official listing describes the version available to customers.

Start with the choices an object needs

A useful customization experience begins with the asset and the variations a project wants to offer. One object may need alternative models, another a choice of materials, and another changes controlled by parameters. UCSystem brings these kinds of variation into a common Unreal Engine framework.

That makes the tool relevant beyond a single character editor. Characters, equipment and props can all benefit from presenting an object in different forms. The assets, available choices and visual direction remain part of the project using the system.

Evaluate it against your own project

Before choosing the published version, identify the objects you want to customize and the interactions you need to present. Compare those needs with the official FAB listing, especially its supported engine versions, included features and license. The listing is the reference for the product currently offered.

Our own games continue to provide practical reasons to develop the framework. Public product information and studio development stories have different roles: one explains what is available to customers, while the other follows the work as it develops.

Project media

A closer look

What defines the project

Object and asset variations

Work with visual alternatives for characters, equipment, props and other objects.

Materials and parameters

Explore appearance through material options, colours, textures and object parameters.

Interactive changes

Connect customization to interactions and events within an Unreal Engine experience.

Useful across disciplines

A tool direction for developers, designers and artists working on interactive projects and presentations.

Explore the project

A closer look

Give changing objects a place in an experience

UCSystem addresses customization for characters, equipment, props and other objects in Unreal Engine. Models, materials and parameters provide different ways to present and interact with an asset.

Begin with what should be able to change, then consider how the player or user reaches those choices. The framework brings variations into a reusable system, while the particular appearance and interaction remain part of the project’s own design.

Explore more than one version of an asset

An asset may need to be shown with different model choices, material options or visual parameters. Interactive presentation gives developers, designers and artists a way to explore those alternatives.

The result depends on the assets and options prepared for the project. UCSystem supplies a customization framework; it helps organise variation so the same object can be understood in more than one form.

Start with your intended use

Consider the objects you want to customize, the kinds of variation they need and the Unreal Engine version used by your project. These questions help connect the tool’s purpose with your own work.

The official FAB listing is the reference for the currently offered version, supported engine versions, requirements, included features and licensing. Development of the framework continues alongside practical use in our games.

Useful to know

Project questions

Is UCSystem only for character customization?

No. Characters are one use case; the system also addresses other runtime objects such as equipment and props.

Where should I check engine compatibility and licensing?

Use the official FAB listing for the version being offered, supported engine versions, requirements and license terms.

Is the development version the same as the version on FAB?

Development continues beyond published releases. Use the official product listing to understand the feature set currently offered to customers.

Who is the tool intended for?

Developers, designers and artists working with interactive variation in Unreal Engine, including games and asset presentations. Check the official listing for the currently offered version and its requirements.

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Public availability

Available on FAB

Explore the published product through its official FAB listing. Check the supported Unreal Engine versions, requirements, included features and license terms for the version being offered.

Part of a bigger journey

Income from our tools and software helps finance original games and continued development at OASIS Team.

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