General[edit | edit source]
- Community members have set up a modding discord. Please read the rules when you join!
- This is a link to all guides maintained by Robtheswede (DevKit developer).
Most of these are not yet documented on the wiki, but are listed on the Guide page. Feel free to contribute them!
Unreal Engine[edit | edit source]
- Unreal Engine - Jorge Israel Peña, Blaenk.Denum
- 'Unreal Engine 4' Network Compendium - Cedric 'eXi' Neukirchen, Salty Panda Studios
- Mathew Wadstein, YouTube
- Blueprints - UE Docs
- Substance painter and UE4
Tools[edit | edit source]
- An excellent sharing of blueprint utility for UE
- Blueprint: movable widget code by Dragoonduneman:
- Blueprint: Fluid filling object by Draoonduneman. (No mesh editing required)
- BP_MoveableMenu.uasset by dougy
- Asset for draggable UI.
I created a new Widget, and set it up so the root and canvaspanel were visible, and created 3 borders that were variables. On each of the borders I binded an event to On Mouse Down and all it did was get the drag offset and set value of a variable I made called "Currently Dragging" which was a reference to a content widget. Here's an example of what the event bind looks like: https://gyazo.com/59e443cb6613de1ec41e368e1ffd6daa Then, in the actual widget blueprint I created 2 overrides: On Mouse Move and OnMouseButtonUp (buttonup can technically can be optional). Here's how I set them up: https://gyazo.com/2db13bf2033e4a1999e0a0c63a5bc426 https://gyazo.com/6dd476cab3661ec3f182d1f737373003 Final result is this: https://gyazo.com/b99ed72c484edaf99e52e4680e396b47 There's other ways to do it too that are probably more efficient. In a mouse button down override you can detect a drag event and then in OnDragDetected override create a drag & drop operation and use a payload.
- To determine if an item is a child of a class based on the ItemTable.
- A spreadsheet tool for easy editing of the ItemTable and RecipesTable.
- ConanExilesDataTableParser by FiftyTifty
- A program which allows you to automate replacing item ID's for a recipe's ingredients.
- The Blood .PNG file used internally to apply blood to weapons.
- (An empty Warpaint Icon) by Corintio.
- CharEditLite by Mechani.
- If you want to use high IDs (this must be number) for hair and colors, you can use this or mod the character creation.
- The character creation seems to count the number of rows in the datatable and use an ID incremented from 0 to that number. This needs to be changed to read the real available IDs.
- The sources (GitHub) use an Apache license and can be used as long as you mention the original work, the author and agree that your use of the sources is your sole responsibility.
EZee_AP[edit | edit source]
- CETagUpdator.zip (many thanks to EZee_AP)
- Can be used to update steam tags.
- Calculates the colours used for the temp of the map's TemperatureHeatMap.
- For "cutting" a big heightmap into tiles to be loaded with world composition.
(file should be .r16 format, resolution is the outputted tile sizes)
- Simple LevelProp with custom interaction and its own "Floating Info" widget, including the RPC example from the wiki.
- BLU InstanceTool
Small tool for level creators, tool can be used to generate instanced meshes from static meshes in the editor, tool respects mesh scale and materials, if you have 2 of the same mesh using different materials they will be counted as 2 individual unique meshes.
- Highlight all the static meshes you want converted into instanced meshes in the editor viewport.
- Open "BLU_InstanceTool" and press "Unique Mesh Count", this will output the number of instance actors to add to the level.
- Highlight all the static meshes and the instance actors in the editor viewport.
- Open "BLU_InstanceTool" and press "Make *TYPE* Instances".
- Delete your static meshes.
- Before using the tool make sure to backup your level as a safegaurd.
- It is not optimised. It is only for use in the editor and it seems to work well so far.
Guides[edit | edit source]
- Setting up UE4 Conan DevKit to use Git on Win10 v1 PDF by Bumble.
- CE Dev Kit Tutorial - Mask Layers PDF by Dr.Nash.
- Creating Clothing in CE PDF by Wulfhere.
- Custom Armor Easy Mode by Darmok.
- DevKit Tutorial Vol. 1 playlist by RingerVulpe.
- Tuto FR playlist by swefpifh (FR)
- Designing Blueprints the proper way in UE4 by Raymond Cripps
- UE4 quick tutorial: Custom collision from Blender by Alen Loeb.
- Reflective Modding Documentation by Ephraim.
- For anyone starting to go for fully custom models on their mod, this might help to gain some prior experience on the matter.
- UE4 tips: texture offset, rotate, mirror and tilling
- Nvidia Apex - Clothing Tutorial: From Maya to Unreal by Jessica Kamstra.
- Nvidia Apex - Cloth simulation by Golaem.
- Setting up character volumes.
- Maya - Apex workflow by Ephraim.
- An additional view on the whole armor creation process. Focused on Apex in Maya.
- Translation How To (v1.2) by Senja.
Death2Mongo (DeadlyMidnight)[edit | edit source]
Pulled from this playlist.
- Part 1: Setting up your first mod
- Part 2: Making a placeable
- Part 3: Events and functions
- Advanced: Creating The Sharables Mod (Example)
HellsSauna (Hellsbreath)[edit | edit source]
Pulled from this playlist.
- DataTables (and a compass)
- How to create swimmable / drinkable water
- Spawning NPCs
- Editing Asset
- Saving to a Database (Creating a MOTD)
- /broadcast from the chat text box
- Placeables (Making a door)
JustHorse[edit | edit source]
Tips n' Tricks[edit | edit source]
- Use idle animation to help you position armor pieces.
- For anyone doing maps - if you're placing Skeletal meshes out, you really should click this checkbox, otherwise your SK's will tick quite a lot.
- You can use the console command
SetServerSetting LogoutCharactersRemainInTheWorld 0to start from wherever you do "play from here" (in case you always start in the last-logout place when running the game from the editor)
- DLC Item-Ranges
References[edit | edit source]
- Sibercat, modding discord - May 11, 2018