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moddingex's Issues

How can I use these tools to create mods?

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:

  • I opened a binary Unreal 5.1.1 build from the Epic Games Launcher
  • I created a new C++ Unreal project from the blank template and installed the ModdingEx plugin from source as described in the readme.
  • I packaged the project
  • I opened this blank unreal project, clicked on "Modding Tools" -> "Blueprint Mod Creator" -> "Create Mod" without changing any of the fields. This created a new Mods/MyMod directory in the content folder containing a "ModActor" blueprint class.
  • I opened "ModActor" and added a "Quit Game" node to the "PostBeginPlay" event.
    image
  • I opened the project settings window, navigated to Plugins -> ModdingEx and filled out the "Game Dir" and "Game Exe Path" fields.
    image
  • I went back to the level editor view and in the modding toolbar I selected "MyMod" from the dropdown list and clicked on "Start Game".

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.

Add auto-save

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

Primary Asset Label

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:
image

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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