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authorChance Ivey <[email protected]>2020-06-24 12:21:55 -0700
committerGitHub <[email protected]>2020-06-24 12:21:55 -0700
commitd58025a4383ad14bd5dbef2614dee4ccd0db237c (patch)
treed868e732d03c6510d8e346df37fb36908717d2db /Documentation/QuickStart.md
parentAdded "Adding Mod Support To Your Project" hyperlink to early mention. (diff)
downloadugcexample-d58025a4383ad14bd5dbef2614dee4ccd0db237c.tar.xz
ugcexample-d58025a4383ad14bd5dbef2614dee4ccd0db237c.zip
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@@ -187,8 +187,8 @@ Take these steps for your project (just like above):
3. Open the **Visual Studio solution**.
4. Verify that the build scripts are listed in the **Programs/Automation** directory
5. **Build** the **AutomationTool** project.
-6. **Build** the **your project** in the **Development** configuration.
-7. **Build and run** the **your project** in the **Development Editor** configuration.
+6. **Build your project** in the **Development** configuration.
+7. **Build and run your project** in the **Development Editor** configuration.
### Custom Game Instance
For discovering mod packages and tracking overrides, we need a place to create and store the UGCRegistry Class. We do this in a custom **GameInstance** Class, as GameInstance gets created early enough that mod packages can become available before the first UE4 Level is on the screen, but late enough that all content plugin packages have been mounted and are ready for use.