Hi guys, I followed the starter guide for SimpleUGC example project, I watched the Inside Unreal stream/video on the topic, and there are 2 things not clear for me.
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How to enable templates in my mod kit? the documentation states you have to account for it in the IPluginWizard and to look at Robo Recall Mod kit on how to do it. So I downloaded Robo Recall Mod Kit and couldnt find how they set up the startup popup where you can select templates or how to make the templates. Then I found out in the .sln of robo recall that there is a IPluginWizard class. So I looked it up in my SimpleUGCExample project’s solution and I found the IpluginWizard aswell. So I copied code from robo recall into the SimpleUGC code. But in RoboRecall there is a RunTimeSettings class which is not present in SimpleUGC project. So I created it and copied the code. Now where the header file is included for runtimesettings.h the include can’t find the file Any help on this? Am I on the right track diving into the IPluginWizard c++ code or is there some simple in editor solution to enable templates and make the startup popup to select templates appear?
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How do I make my code extendable while my code is hidden for the modders? I just can’t figure out how to do this… I can’t just delete my code from the mod kit, because then it’s not extendable… So there must be a way to handle the modders not seeing my code? There’s no point in making a mod kit if people can get the full game for free or see my code, because then nothing stops them from making an own UE4 project and copying my code and selling their own game…
Thanks in advance!