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authorChance Ivey <[email protected]>2020-06-24 12:11:33 -0700
committerChance Ivey <[email protected]>2020-06-24 12:11:33 -0700
commit30e25eeaddaf3073e514fb765ac4f44574cbd232 (patch)
tree7e4e9839c83fc3dccaae4e6a7178235060bffe92 /Documentation
parentMinor Documentation Edits. (diff)
downloadugcexample-30e25eeaddaf3073e514fb765ac4f44574cbd232.tar.xz
ugcexample-30e25eeaddaf3073e514fb765ac4f44574cbd232.zip
Image updates for page layout.
Diffstat (limited to 'Documentation')
-rw-r--r--Documentation/Images/image68.png (renamed from Documentation/Images/PathToProject.PNG)bin8463 -> 8463 bytes
-rw-r--r--[-rwxr-xr-x]Documentation/Images/image69.png (renamed from Documentation/Images/UE4ProjectDirsFile.PNG)bin31612 -> 31612 bytes
-rw-r--r--[-rwxr-xr-x]Documentation/Images/image70.png (renamed from Documentation/Images/AddToUE4ProjectDirs.PNG)bin19971 -> 19971 bytes
-rw-r--r--Documentation/QuickStart.md8
4 files changed, 4 insertions, 4 deletions
diff --git a/Documentation/Images/PathToProject.PNG b/Documentation/Images/image68.png
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+++ b/Documentation/Images/image68.png
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diff --git a/Documentation/Images/UE4ProjectDirsFile.PNG b/Documentation/Images/image69.png
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diff --git a/Documentation/QuickStart.md b/Documentation/QuickStart.md
index c24b0c6..aa2c0bd 100644
--- a/Documentation/QuickStart.md
+++ b/Documentation/QuickStart.md
@@ -11,11 +11,11 @@ Before opening the UGC Example project, follow these steps to ensure everything
1. Place the UGCExample project in a directory under your UE4 root directory (such as /Games or /Projects) and add the directory to **UE4Games.uprojectdirs** using your favorite text editor. Save this file.
-![image](/Documentation/Images/PathToProject.PNG)
+![image](/Documentation/Images/image68.png)
-![image](/Documentation/Images/UE4ProjectDirsFile.PNG)
+![image](/Documentation/Images/image69.png)
-![image](/Documentation/Images/AddToUE4ProjectDirs.PNG)
+![image](/Documentation/Images/image70.png)
2. Run **GenerateProjectFiles.bat** in your UE4 root directory.
3. Open **UE4.sln**.
@@ -276,4 +276,4 @@ Replace our basic icons out and add your own to flavor to your mod editor! These
![image](/Documentation/Images/image5.png)
#### 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.
+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