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| author | Chance Ivey <[email protected]> | 2020-06-24 18:47:46 -0700 |
|---|---|---|
| committer | Chance Ivey <[email protected]> | 2020-06-24 18:47:46 -0700 |
| commit | f9954e23bf09425e537705b1b88dbf539110f746 (patch) | |
| tree | c9981f14b55a1bd48250c554a80072759549a663 /Documentation | |
| parent | Removed Output Path from SimpleUGC.Automation project. (diff) | |
| parent | Removal of unnecessary words. (diff) | |
| download | ugcexample-f9954e23bf09425e537705b1b88dbf539110f746.tar.xz ugcexample-f9954e23bf09425e537705b1b88dbf539110f746.zip | |
Merge branch 'release' of https://github.com/EpicGames/UGCExample into release
Diffstat (limited to 'Documentation')
| -rw-r--r-- | Documentation/QuickStart.md | 11 |
1 files changed, 6 insertions, 5 deletions
diff --git a/Documentation/QuickStart.md b/Documentation/QuickStart.md index aa2c0bd..03e7d17 100644 --- a/Documentation/QuickStart.md +++ b/Documentation/QuickStart.md @@ -5,7 +5,8 @@ To follow along with this overview, you’ll need the following installed on you - Visual Studio 2019 Community or higher - This project (UGCExample) -*If you’re comfortable in Visual Studio and want to skip looking at the example project, head straight to the Adding Mod Support to Your Project section below.* +*If you’re comfortable in Visual Studio and want to skip looking at the example project, head straight to the [Adding Mod Support to Your Project](https://github.com/EpicGames/UGCExample/blob/release/Documentation/QuickStart.md#adding-mod-support-to-your-project +) section below.* ### Building the UGC Example Project Before opening the UGC Example project, follow these steps to ensure everything is generated and built for the project: @@ -172,7 +173,7 @@ 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. @@ -186,8 +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. @@ -276,4 +277,4 @@ 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. |