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How can I use these tools to create mods? #5

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abstractionmage opened this issue Jun 19, 2024 · 1 comment
Open

How can I use these tools to create mods? #5

abstractionmage opened this issue Jun 19, 2024 · 1 comment

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@abstractionmage
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abstractionmage commented Jun 19, 2024

I'm somewhat new to Unreal modding, which is probably why I don't intuitively understand how to create and load mods with this plugin. In case you're interested, here's what I tried:

  • I opened a binary Unreal 5.1.1 build from the Epic Games Launcher
  • I created a new C++ Unreal project from the blank template and installed the ModdingEx plugin from source as described in the readme.
  • I packaged the project
  • I opened this blank unreal project, clicked on "Modding Tools" -> "Blueprint Mod Creator" -> "Create Mod" without changing any of the fields. This created a new Mods/MyMod directory in the content folder containing a "ModActor" blueprint class.
  • I opened "ModActor" and added a "Quit Game" node to the "PostBeginPlay" event.
    image
  • I opened the project settings window, navigated to Plugins -> ModdingEx and filled out the "Game Dir" and "Game Exe Path" fields.
    image
  • I went back to the level editor view and in the modding toolbar I selected "MyMod" from the dropdown list and clicked on "Start Game".

The game did indeed start, but it didn't immediately quit as I would expect it to given my ModActor's blueprint code. I feel like I'm missing something integral here.

Maybe a usage guide or tutorial section part of or linked in this repo's readme could help modding noobs like me get familiar with how the tools in this plugin actually work.

@abstractionmage
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abstractionmage commented Jun 19, 2024

Update: I watched this UnrealModLoader tutorial video on YouTube and it seems the ModdingEx plugin just automates all of the manual steps. Of course it didn't work since I didn't install the UnrealModLoader into my projec's packaged build.

I think it would be nice if that were mentioned somewhere in this project's readme

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