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Q: Can I modify a single blueprint?
A: Yes. Either just do it and cook as TC, or copy the map files you want to include in your mod to the plugin content, copy the blueprint you want to modify to the plugin content, modify the blueprint and replace the blueprints existing on the map with the modified version.
Q: I can see my maps inside the plugin folder in windows explorer but not in the Content Browser. Why is that?
A: Things break. Happens. Reopen the editor and pretend it never happened. Or, alternatively, keep spamming Epic on AnswerHub to fix it ;)
Q: Why my map name does not update inside the DC Workshop window after renaming?
A: You have to hit 'Refresh'.
Q: How do I change/add a soundtrack to a stage?
A: Blueprint'/Game/Blueprints/Game/HatredMusicPlayer.HatredMusicPlayer'
Place this BP on a level. There are some basic properties for default behavior under F4 (details tab). If you want to change it in run-time, call 'Change Music Track' on that object in the level blueprint.
Q: Is there a way to put a UE4 basic geometry (a square, circle, cylinder, etc) in the map and make them destructible?
A: Yup. The basic geometry is a cube in engine content, so basically copy it to some folder in the Game Content and then right click it and go with 'Create Destructible Mesh'. You can create a DM off of any Static Mesh you desire. As for the options and all the tweaking - they are here[docs.unrealengine.com]
Q: How do I make a vehicle enterable?
A: Click it, F4, check 'Enabled' under 'Vehicle' tab. CopCar is by default opened, for example. You can change this at run-time as well.
Q: How to change AI's weapon?
A: Locate the blueprint of the character you wish to modify, open it. Browse the class defaults, find 'Inventory' tab. There's 'Default Inventory Classes' field. Change the weapon, add proper ammo type in the 'Inventory Ammo' array. If you don't they will have the gun but be unable to shoot and will drop it to find a weapon with ammo. You can add custom weapons here, just make sure that your custom weapon has the right parent class (check up the original weapons parents)
Q: Why are grenades exploding in my hands?
A: When placing a Trigger Volume or any trigger actor, change their collision preset to 'TriggerVolumeforPawns'.
Q: How to add a custom character to the game?
A: DC_SatanicBlood has made a tutorial for you covering this subject.
Q: How to make roofs disappear?
A: Guide describing the process.
Q: How to change the Game Mode on a map?
A: Make a new blueprint that is a child of our gamemode, save it, move it to plugin content if doing Map Pack, make a new blueprint that is a child of our MyCharacter, save it, move it to plugin content if doing Map Pack, change the default pawn class in GM class settings, set the Game Mode on map world settings, recook. Changing Game Mode allows you to change the default pawn class as well as several other general BP's that are capable of changing tons of things.
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Q: What can you do with a Map Pack? If you have to add a map, then modding campaign is only possible through TC?
A: Not really. While cooking as TC will allow you to change everything, you can also copy all the campaign maps to the plugin content and then add all the modified blueprints, animations and models that you wish. Cook as Map Pack. Works the way you'd expect, thing is you have to launch it from 'User Content' menu. You can make an FPS map without destroying someone's main experience. You can do a tower defense or racing map, without breaking all the vehicle and AI for the campaign. It is doable as a TC without breaking stuff, but much harder.
Q: How to copy campaign map into plugin content so I can modify it?
A: Do not do it through the OS (explorer / total commander / etc ). It really will not work. Anything you do with the engine you do through the engine unless you really know what you're doing or there's a bug / need for a hack / etc. Since this is not as straightforward as one would think, I've made a guide for it, taking Army Base as an example.
Q: How to make a mini-campaign using Map Pack with several maps?
A: You have to use our End Level macro with proper level name. Syntax:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=620041633
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Q: Why does TC block all other mods? Why can't I have 2 TC's running?
A: Generalizing, the engine upon start with TC enabled, loads all the content from the base game, and then overrides those with each asset found in the TC mod. You may modify a weapon blueprint, but it is relying on some functions in the character blueprint, which relies on materials for burning, particles, animations and so on. Things do reference one another.
Then if you launched another TC which modifies character blueprint it may work or it may break. We're unable to tell what kind of things you may want to change in the character blueprint. It may break both mods entirely in the worst case and the game would crash. Yes, you could go with 'the modders should know what they're doing' but the topic is much more complex than my simple explanation here. This is the way Epic implemented TC and this is how it's meant to be used.
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This is about mod performance (map / blueprints / etc), not the editor performance. For that look here.
Q: How to make my map run with more FPS?
A:
Q: How to see what is causing my FPS to be so low?
A: The topic is quite deep, but some easy to use things that can help you:
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Q: How to see values of variables in run-time (when the game runs)?
A: There are several ways to achieve this:
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