Functioning UE4 Modding Example Code - No Engine Customization Required

I tried it again and got stuck with building the mod plugin. When I ran the custom launch profile for it, it would fail at the “Cook content for Win64” stage. It threw a few errors in red about the plugin content having a deprecated inappropriate outer something or rather… I can’t remember the exact error now. Anyway, I went through each of the 4 content items in the plugin and hit compile/save on each one. Then tried building again and the cooking passed. It did fail at packaging though, but that was to be expected. Just wanted to note this for anyone else that runs into the issue.

I followed the rest of the instructions and everything seemed to work.

Boy I hope Epic sees this and improves the pipeline though as it is pretty fiddly at the moment. Now I need to dig my head into the code and figure out how it works.

I am wondering one thing however. My main interest for this is to allow end users to be able to create content, even custom blueprints and stuff and be able to load it into my game as a mod. I’m wondering what an end user would need from me in order to create a mod for my game. Obviously they need UE4, which they can get by creating their own account and downloading it. But what else would they need specifically from my game to create a mod. I’ve read a few other threads and some people seem to indicate that you need to provide all your project files, content, assets, etc… that seems a bit crazy.

Specifically I’m thinking of a scenario where the end user creates a new blueprint with a few of their own assets as a mod. In order for their blueprint to be recognised by my game, it would need to derive from a specific class that my game understands, i.e. AWeapon class for example. How would I expose that class to UE4 for the end user to be able to derive their own blueprints from it without having to provide all my project files, code, raw assets, etc… Do you have any ideas from your own research on this?