If it is wrong

Symptom to cause, in order of likelihood.

It looks wrong

SymptomCause
Everything is flat greySpecPanorama is still the 4×4 placeholder, so the reflection is a uniform tint. Assign a real panorama
Everything is blown out whiteSpecularScalar against an HDR panorama. It defaults to 0.12; go lower before going higher
Every surface is a mirror whatever the roughnessthe panorama has no mip chain. Set mip generation to anything but NoMipmaps - roughness picks a mip, and the material compiles and renders fine without one, so nothing tells you
Everyone is pinkSkinAmount above 0 on a mesh with no vertex paint. Unpainted geometry arrives white, so the mask reads 1 everywhere. Paint red, or leave SkinAmount at 0
Metal everywhereCRM blue is metallic. A pack with occlusion there needs Metallic at 0 and bUseCRMTexture off, or a repack
The whole surface glowsbEmissive is on over an albedo with no alpha channel, which samples as 1
Reflections are too sharp at high roughnessMaxMip is below the panorama's real mip count
A visible seam down one side of every reflectionthe panorama's X address mode is not Wrap
The diffuse has no terminatorthe DiffuseFalloff row has no knee in it, or the sun is pointing at the camera. Gradients

The rim

SymptomCause
No rim at allbFriendFoeRim off, or RimIntensity at 0
Enemies are bluebEnemy is a static switch, so ally and enemy are two instances. Setting it at runtime does nothing
The rim washes the whole bodythe rim row's black plateau is too short. Push the first colour stop later
The rim is a sub-pixel linethe opposite - the plateau runs too late. Pull it earlier
Debug mode 5 shows red over the whole bodycorrect. Mode 5 is the raw mask before the gradient shapes it
The rim reads as a sticker, not as lightRimUpBias and RimHeightBias at 0. They are what make it describe the silhouette instead of outlining it

Gradients

SymptomCause
Edits do nothingthe instance's Atlas points at a different atlas than the one you are editing
A row reads as the wrong colour entirelyAtlas is pointing at the Gradient asset instead of its baked T_ texture, or the row scalars do not match your atlas's order
A row looks like two rows blendeda Row scalar has a fractional value. They must be whole numbers
The rim cannot separate from a white wallthe atlas format is LDR, so the rim clamps at 1.0. Set it to HDR

Lighting

SymptomCause
Rotating the sun changes nothingexpected. Nothing reads a light actor. Fort → Sync Sun From Directional Light
The light comes from the wrong sideSunDirection points toward the light, so it is the negated forward vector. Sync Sun handles this
Characters ignore the level's lighting entirelyalso expected, and the point. Areas are dialled with Indirect, not with lights
Characters look pasted onto a dark roomnothing wrote Indirect for that area. It is the one knob that ties a character to where they are standing, and it starts at 1 everywhere
A character is a chrome cutout in a dark cornerSpecDarkenExponent is at 1. Raise it

Build

SymptomCause
Sampler type is Linear Color, should be Masksa texture whose compression does not match the sampler type on its parameter. Usually a CRM pack that is not TC_Masks
An include cannot be foundthe runtime module registers /MobFort at PostConfigInit. If the plugin failed to compile there is no mapping and the error is an undeclared identifier, not a missing file
Verify reports a permutation with no shader mapon a cold derived data cache, run it again. If it persists, that permutation is failing to compile - open the master and switch it on by hand to see the error
The Fort menu is missingEditor Preferences → Plugins → Mob Fort Editor → Show Toolbar Menu
A hand edit to a master vanishedRebuild Materials empties and re-authors each graph. Edit author_fort.py or the .ush, not the graph