Adding mod support to your Unreal Engine 4 project

The uassets to be send with the download package for people to start modding will have the source content stripped (that is what normally allows the export FBX, png options etc.) I believe that some of these details are still being worked on and aren’t final yet.

I see, Thanks!

Realistically it will be a long time coming. For hobbyists… I wouldnt even try. For indie teams possible, for studios of course they can write the code to parse a /mods/ folder and whatever files.

/me is waiting for the day I can blueprint a system to allow users to add new “content” and ‘check off’ a “ingame terrain editor” in cooking options :slight_smile: lots of coding involved

hell, I would be happy if we could just create something that would allow people to add custom maps… it would find them in some directory structure and add them in… and also if a client connected and didn’t have it, it would allow the client to download it (from a provided redirect)…

With the new pointer abilities in blueprints you could technially do something like that. But itd be kinda hackish and they would have to follow naming conventions. (and you wouldnt be able to use paks). I think…

Yeah, it seems the ‘new’ way is to always use steam, and charge for DLC… many in the PC gaming world have quit buying new games due to that and lack of dedicated server support. It’s quite a shame. I wish Epic would jump in and give some input on the possibility of doing such things.

yeah,this tutorial does not work any more, i have a same problem here

I followed the tutorial to try adding a single DataAsset. Unfortunately it doesn’t work, my content isn’t found at load. I checked that a pak file is created, and I tried removing the pak option to ensure my asset was cooked so the plugin seems fine. It just won’t load in the game. No mention of the plugin is done anywhere in the log.

See my thread for more questions about this process.

So does this tutorial still works with 4.18+ ?