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| author | Chance Ivey <[email protected]> | 2020-06-24 12:17:40 -0700 |
|---|---|---|
| committer | GitHub <[email protected]> | 2020-06-24 12:17:40 -0700 |
| commit | df235dcb212bf888da6978d6ca99c5c653b8f05a (patch) | |
| tree | fec9e04245c1e1e9c3f0bba9a1afdd2cc4f60b01 | |
| parent | Scaling images (diff) | |
| download | ugcexample-df235dcb212bf888da6978d6ca99c5c653b8f05a.tar.xz ugcexample-df235dcb212bf888da6978d6ca99c5c653b8f05a.zip | |
Clarified section on build scripts and multiple implementations.
| -rw-r--r-- | Documentation/QuickStart.md | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/Documentation/QuickStart.md b/Documentation/QuickStart.md index aa2c0bd..3baa79c 100644 --- a/Documentation/QuickStart.md +++ b/Documentation/QuickStart.md @@ -172,7 +172,7 @@ Copy the following directories from the UGC Example to the same locations in you  -If you went through the example above, you may need to use **Clean the AutomationTool** project after you generate project files to ensure that the build scripts get added and built after generating project files for your project. +If you went through the example above, you may need to remove the UGC Example project and **Rebuild the AutomationTool** project after you generate project files to ensure that there are no conflicts with the two SimpleUGC.Automation instances. Alternatively, you can refactor the names in these build scripts to match your project as you’re likely going to make a number of project-specific changes by the time you ship your mod kit. @@ -276,4 +276,4 @@ Replace our basic icons out and add your own to flavor to your mod editor! These  #### Other Asset Types -All Assets inside each UGC package get added into the mod .pak file when we package. These are available for use as soon as the game runs, though the current UGCRegistry Class has helper functions for handling Class and Level discovery. If you want to provide easier access to other Asset types such as materials, textures, and sounds, **UUGCRegistry::GetMapsInPackage** is a good reference for how you can crawl package paths for specific Asset types. Instead of adding **UWorld::StaticClass()->GetFName()** to the **ARFilter.ClassNames**, add the type that you’d like to filter for.
\ No newline at end of file +All Assets inside each UGC package get added into the mod .pak file when we package. These are available for use as soon as the game runs, though the current UGCRegistry Class has helper functions for handling Class and Level discovery. If you want to provide easier access to other Asset types such as materials, textures, and sounds, **UUGCRegistry::GetMapsInPackage** is a good reference for how you can crawl package paths for specific Asset types. Instead of adding **UWorld::StaticClass()->GetFName()** to the **ARFilter.ClassNames**, add the type that you’d like to filter for. |