Skip to content

Latest commit

 

History

History
65 lines (41 loc) · 2.58 KB

WorkingWithML.md

File metadata and controls

65 lines (41 loc) · 2.58 KB

Working with a ModLoader

A custom blueprint mod loader allows modder to load custom blueprint logic into the level.

Note

Each mod loader has its own set of rules and requirements, so make sure you read the readme of the used mod loader.

List of common BP modloaders

The most popular modloaders are:

Game specific modloaders:

(It's such a few of them, there are more mod loaders)

UML/UE4SS/DML

These three mod-loaders use the same pattern, where the mod blueprint is named ModActor within its corresponding folder in the Mods folder.

The mod loader spawns a single instance of that blueprint into every persistent level.

UML and UE4SS are done via DLL injections, while DML is a pak-version that doesn't require any third-party software to function.

UE Setup

  • BP mods go into /Mods followed by the mod name, for example: /Mods/MyMod/.
  • The mod blueprint has to be named ModActor.

For UML and UE4SS, 2 additional custom methods have to be persistent within the graph editor; PreBeginPlay and PostBeginPlay.
But the default BeginPlay also works, which is fired once when the actor is spawned.

Note

For a detailed explanation, watch this video: UML ModActor tutorial

Important

The packed/compiled pak file name must match with the mod folder within the editor.

NML

Narknon's Modloader uses a different approach for loading mods, where it loads custom levels by name.
Each custom mod level has "level bp" where the main logic is executed for the corresponding mod.

UE Setup

The setup for NML or any other mod loader with map names as "entry", level assets must be created within a specific folder like CustomContent.

The level name is the name of your mod, which will be entered into the mod loader in-game.

Important

The name of the mod is the name of the level asset.