Modding support in UE4 is very constrained, limited, hard to set up, hard to use.
First, you will need to release a significant part of your project. Here’s why.
- You will need to distribute at least the release information for the latest version, basically the cook manifest, so that people can cook against it, hard requirement here.
- Any Blueprint that you want people to be able to use (game mode, custom player start, any kind of Blueprint used in levels) will need to be distributed as well
- Since people will need to test the level, they need to play it, so your mod kit needs playable code & content
Our mod kit for Helium Rain is the full game project minus most of the playable “characters” and most of the levels.
Some additional constraints follow.
- No redistributing Marketplace assets, hope none of that is used for gameplay, can’t distribute it, unless you’re a packaging wizard and understand how to cook editor assets
- No redistributing any editor outside Epic store, so no “mod editor” launch option on Steam
- If you use Steam modding, you will at least need some kind of C++ code to copy mods from the Steam workshop directory on your PC to the game install dir
“Don’t do it” is how I’d put it at that point. UE4 is not meant for modding.