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READ THIS OR IT WONT WORK
You need to export your mesh and material properties from fmodel before using this. The mesh props must be in the same folder as the uemodel version and have the same name except .json instead of .uemodel. Material properties must be in the expected relative path. I am resolving any instances of /Game/ as GameName/Content/ which is how it should always be exported but sometimes CUE4parse sticks stuff in Game. Kind of silly, probably something I want to pull request later but for now it means you'll have to merge any weird exports all in one. Textures must be .png files simply because I can't imagine wanting to use another format but later I'll add them all.
I made the addon appear as a unique listing for this release just so that it won't get overwritten if an update comes out. I plan to pull request the changes to merge into the main version once I have a better solution that doesnt require exporting the properties. CUE4Parse has some oddities that I have to adjust to but once I do I'm thinking I'll add the option to either pack all the textures in the same file or add the paths to the textures directly in the binary file.
It should apply all normal and diffuse/albedo textures. Not touching emissives for no particular reason and masks because I don't know what that would correspond to with blender shaders.
I honestly forgot about static meshes until after posting my first draft. I added support for them but I literally only tested 1 case so no guarantees it will hold up. I also tested and fixed 3 other cases of weird issues with skeletal meshes and I THINK its now a pretty robust and effective system but I hate it and I'm going to move onto making CU4Parse pack the textures for us. If this works for you, great, if not I'm not going to fix it, just be aware of that.
No log but open the blender system console (under help) and you'll see all the textures that got collected for each mesh component. Errors are handled so worst case scenario you just get an untextured mesh. If you don't see texture paths showing up in the console you have probably run into a weirdly structured json output that won't work without changes. If you see paths but don't get them applied to your model make sure they are real paths.
Side note: I recently pushed a change to the VRM extension that adds support for UE4 humanoids and Bip001 rigs meaning that after importing a uemodel you can go to the VRM tab on the sidebar, select VRM1, and for 99% of extracted skeletal meshes it will automatically convert your character to a VRM which opens up a huge amount of features and works great in UE with the VRM4u plugin. Even if you're trying to mod a game without that plugin available you can still use it for importing and retargeting and then cook your mesh as usual.