This guide assumes you have a basic understanding of the modloader branch of Unreal Engine
and are already able to swap auras using the effects color data section of your character data
asset.
Step 1: Creating an Aura Group File
First, we're going to create an aura group (aur grp) file. Navigate to the following path: Content
> SS > MasterDataAsset > EffectTypeGrp > EF_AURGrp. Once inside, pick an aura
group that contains particles closest to the ones you plan on making. For example, I used
AURGrpTourmaline_B. Duplicate the file, rename it to whatever you like, and move it to your
mods folder.
Step 2: Editing the Aura Group File
Now comes the challenging part. Go to the aura group you duplicated and moved into your
mods folder. You should see multiple sections underneath the particle branch lists, the first of
which should be EF_FCG. Under EF_FCG, you will see entries like EF_FCG followed by a
number_another number_00. Click on the magnifying glass underneath that first particle; it
will take you to the location of the particle. Double-click it to open it in the engine, and you
should get a preview.
In the preview, on the right side, there is a list called Emitters. These emitters represent
different particle effects within the full particle blueprint. Most emitters have a setting called
Initial Color, which determines the color of the particle. Click on Initial Color to bring up a
menu in the Details panel on the left.
Under Start Color Distribution, change the value from "None" to Distribution Vector Particle
Parameter. This change will allow you to customize the colors. Play with these color values until
you are satisfied with how it looks in the viewport.
Repeat this process for every effect emitter you want to change. If you see an option like Scale
Color Per Life or Color Per Life, these settings may also need to be adjusted to achieve the
colors you want. Be cautious when modifying these settings: if the color turns dull or
transparent, immediately hit Ctrl + Z to undo. The Scale Color Per Life can impact the
brightness of the particle, and if it is not handled properly, you may not be able to recover it
easily.
Step 3: Saving the Particle Changes
Once you have adjusted all the emitters, click the Save icon in the top left. After saving, close
the particle editor. Right-click the particle in the content browser, and select Show in Explorer
to open the location in your file explorer.
The particle file should have an updated Last Modified timestamp if saved correctly. Copy this
particle file from the original folder and paste it into your mods folder. This process must be
repeated for every effect you want to change within your aura group.
Step 4: Assigning Particles to the Aura Group
Once you have modified all the required particles, go back to your aura group and assign the
edited particles to each corresponding slot (e.g., 00 for EF_FCG_00, etc.). Note that after
copying the particles to your mods folder, these copied files cannot be edited further. If you
attempt to modify a copied file, it will revert all changes. Instead, always go back to the original,
make changes, save, and copy it again.
Step 5: Assigning the Aura Group to a Character
After configuring the aura group, assign it to your character's Character Data Group file.
Usually, you'll need to change the first two entries, but some characters may have additional
references further down.
Save your changes and Double Check** in-game to see if the aura appears correctly. If the
particles appear white (such as a central white aura), something might not have saved properly.
Go back and repeat the copy-paste step to ensure that everything is correct.**
Additional Notes
If you notice that the outer edges of the aura, such as during a charge or dash, are not showing
the correct color, look at the top section of your aura group. Here, you will find entries like
Instance Parameter Color Asset or Stencil Color Assets. These parameters affect minor
outer effects, and you may need to adjust them to match your main aura color. For instance, if
you set the main aura to dark red, ensure that these parameters are also set to red for
consistency.