Ok That's working.
The folder structure is starting to make sense now. Incidentally to use it in Uengine with say a FPS template. I had to do the same thing. I couldn't just "Add to project" because the materials wouldn't show up on the meshes i think due to the folder structure.
So in Uengine i made a fps template project called SGTest saved it to my Documents/Unreal Projects (SGTest.uproject), and then put all the folders from the "content" folder of Supergrid into the SGTest project folder in it's content folder, and also deleted the default "MyDefaultFirstPerson.uproject" file in the base folder and replaced it with my SGTest.uproject file. Now the materials are on the Supergrid Meshes and i am able to build and test in fps format within Unreal Ed. However now i am up and running in UT Ed. But just if others have the same issue.
Before i was putting in the entire Supergrid folder structure. I just couldn't tell if i was doing it some weird hacked way and if i was missing the process of adding mods like this to "projects". I thought it would be click and go and like show up in the editor interface menus. But chalk that up to newbness on how Epic has this set up.
Maybe add some documentation, and put a link on the MarketPlace to this thread or a FAQ ect..
One thing i learned with modding is that people will use your stuff in ways you may not have thoughgt of, and then when you thought you thought of it all, you still didn't lol. Someone will be asking you how to do some weird thing, lol.
Anyway this is such an awesome addition to UED. Back in Unreal 1 and UT99 i used to make a bunch of default brush shapes and keep them in a library for picking from so i didn't have to make like, doorways, and large rocks ect over and over. But sorting through a folder of brushes with no visual aid and naming conventions like UT_Brush_Rock_Slope_512x1024. Well you can imagine, so this is like a godsend.
It also injects some fun into an otherwise daunting learning curve and frustrating and time consuming tedious BSP work, which is still annoying and buggy, thought the tools are much better for it now.
When i first downloaded UED4, it felt like the fun was gone from working in it compared to the old days. This changes that
It should be the Default way of building in UED. So Fantastic Work.
And Thank You A Million Times.
The folder structure is starting to make sense now. Incidentally to use it in Uengine with say a FPS template. I had to do the same thing. I couldn't just "Add to project" because the materials wouldn't show up on the meshes i think due to the folder structure.
So in Uengine i made a fps template project called SGTest saved it to my Documents/Unreal Projects (SGTest.uproject), and then put all the folders from the "content" folder of Supergrid into the SGTest project folder in it's content folder, and also deleted the default "MyDefaultFirstPerson.uproject" file in the base folder and replaced it with my SGTest.uproject file. Now the materials are on the Supergrid Meshes and i am able to build and test in fps format within Unreal Ed. However now i am up and running in UT Ed. But just if others have the same issue.
Before i was putting in the entire Supergrid folder structure. I just couldn't tell if i was doing it some weird hacked way and if i was missing the process of adding mods like this to "projects". I thought it would be click and go and like show up in the editor interface menus. But chalk that up to newbness on how Epic has this set up.
Maybe add some documentation, and put a link on the MarketPlace to this thread or a FAQ ect..
One thing i learned with modding is that people will use your stuff in ways you may not have thoughgt of, and then when you thought you thought of it all, you still didn't lol. Someone will be asking you how to do some weird thing, lol.
Anyway this is such an awesome addition to UED. Back in Unreal 1 and UT99 i used to make a bunch of default brush shapes and keep them in a library for picking from so i didn't have to make like, doorways, and large rocks ect over and over. But sorting through a folder of brushes with no visual aid and naming conventions like UT_Brush_Rock_Slope_512x1024. Well you can imagine, so this is like a godsend.
It also injects some fun into an otherwise daunting learning curve and frustrating and time consuming tedious BSP work, which is still annoying and buggy, thought the tools are much better for it now.
When i first downloaded UED4, it felt like the fun was gone from working in it compared to the old days. This changes that

And Thank You A Million Times.
Comment