![]() ![]() ![]() We only want to include whatever is inside our mod folder, if you need engine content you should copy over the content to the Plugins/ModName/ folder instead. The option "Include engine content" must be disabled. Make sure you enter the name for the mod to build, this must be the same as the folder name of your /Plugins/, in the case in our example MyFirstMod. The "build dlc" is a little confusingly labeled as it's looking for content in the /Plugins/ folder. Each mod would have a different profile to package its contents.Īs you can see, there are some changes to the Cook options below. With "build dlc" enabled instead of a new game release. This profile is only slightly different from the full game profile. We won't be running the profile just yet as we will first setup our MyFirstMod profile. Now you have setup your full game profile, make sure to add an appropriate name such as "FullGame Release v1.0" with an accurate description. We don't need to deploy and/or remotely store our package: Please make sure the other checkboxes match from the image below. For this example we only cook for WindowsNoEditor, using the "en"-culture. We're making a game release so we check "Create a release version of the game for distribution" with the release name of "1.0". Please keep this in mind for your own project profiles.įirst set the cooking dropdown to "By the book" to enable the other options for the Cooking category. Normally you'd want to set this to Shipping, however we need to have console commands available to try out our mod. The "Do you wish to build?" is checked and build configuration for this example is set to "Development" for testing purposes. The project is set to "ModSampleGame", using the default AnyProject works just fine too. Mod creators would not need this profile, this is only intended for the developer of the game. # Full Game Profileįirst we must create a base game build. Please use the guide below to setup the profiles. Important note: As of right now the profiles don't ship with the project files, but are stored in AppData/Local/UnrealEngine/4.9/Saved/Launcher/. We will need two profiles, one for the base game build, and another for our user mod. At the bottom of the Project Launcher window click the "+" symbol to create your new custom profile. To open the launcher (for packaging of the game and mod) go to Window -> Project Launcher. In the sample project from GitHub you should see MyFirstMod as one of the listed Plugins. To view and edit UGC or mod content, make sure you enable "Show Plugin Content" in your Content Browser under "View Options" in the bottom right corner. You can use this example and paste it into a new. The contents of the descriptor can be edited manually, here is an example of its contents: ![]() The /Saved/ folder is created by the cooking process. The descriptor is loaded by the editor and can be hand-edited using any text editor. Plugins/MyFirstMod/ contains a /Content/ folder and a. Below is the folder layout for ModSampleGame. As mods (or UGC - "User Generated Content") are handled as Plugins by the engine. To create a mod, you must create a Plugin. Plugins/MyFirstMod folder containing our custom content. It's based on the FPS Blueprint Template with a. The full example project is available for download on GitHub. Warning: This procedure is intended for early adopters only! The pipeline may change and will receive improvements as it's still work-in-progress. There are some issues with cooking & packaging in earlier releases. This guide and the mod sample on Github were built using UE 4.9 Preview 4. Mods are handled as Plugins by the engine, so I recommend reading up on how plugins are handled by the editor before moving on. The Mod source contains a gamemode, map and custom player character. The mod changes the weapon behavior by shooting three balls in an arc instead of one. As a base I used the Blueprint FPS Template. I've created a sample FPS project with a simple mod included, it's available for download on GitHub. I will be running you through the process of setting up a mod (or "User Generated Content") for your Unreal Engine 4 game. Modding: Adding mod-support to your Unreal Engine 4 project - Epic Wiki # Modding: Adding mod-support to your Unreal Engine 4 project ![]()
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