tonimacaroni / moddingex Goto Github PK
View Code? Open in Web Editor NEWUnreal Engine 5 editor plugin with various modding tools
License: MIT License
Unreal Engine 5 editor plugin with various modding tools
License: MIT License
I'm somewhat new to Unreal modding, which is probably why I don't intuitively understand how to create and load mods with this plugin. In case you're interested, here's what I tried:
The game did indeed start, but it didn't immediately quit as I would expect it to given my ModActor's blueprint code. I feel like I'm missing something integral here.
Maybe a usage guide or tutorial section part of or linked in this repo's readme could help modding noobs like me get familiar with how the tools in this plugin actually work.
This plugin is a life saver but it's annoying that packaging manually doesn't require I save all assets (ctrl + shift + s) but building the mod does. Can this be added as an option in the settings? Thanks
Hey there, awesome tool!
Would it be possible to have an option in the settings or when i click create a mod, that allows a checkbox for 'create primary data asset label' - for creating the data asset of type 'primary asset label', which afaik is the recommended way to handle multi chunked packages
Primary Asset Label Example from Palworld:
Additionally, if the 'Mods' folder could be scanned for these type of mods - so as to allow them to be listed within the 'Build Mod' list (its how i reference assets for overwriting from the default game files in other mods, so all that is in the 'Mods/modname' folder is that asset, no logic, so no mod actor).
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