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This guide walks you through creating a defense-style challenge map mod based on the official example project (`TKA_Workshop_Tomb`). Suitable for Unreal Engine-based modding tools.
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Create and save a new level in your mod directory:
`Content/Mod`
All the assets (meshes, blueprints, etc.) used in this level must also be saved in this directory.
Refer to the example project at:
`Content/Mod/TKA_Workshop_Tomb`
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Import your scene models and set up essential actors such as lighting and a navigation mesh.
Place a `PlayerStart` at the point where the player will begin.
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Copy the following files from:
`TKA_Workshop_Tomb/Actor`
- `Tomb_Defend_GameMode`
- `Tomb_Exit`
Then:
1. Rename `Tomb_Defend_GameMode` to something like `Your_Defend_GameMode`
2. In the editor, go to World Settings > GameMode Override and select your custom GameMode.
3. You can adjust the Signal Multiplier parameter in this GameMode to control how fast the signal accumulates.
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Blueprint path:
`Content/Project/Actors/Obstacle/RadioGenerator`
Drag and drop the blueprint into your level. If you have multiple towers, open the Details panel for each and make sure to set a unique Index (0, 1, 2, ...).
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Blueprint path:
`Content/Project/Actors/Button_A`
Place this near each signal tower on a wall.
Then:
1. Set ItemComp_Button > Button Type to `Hold`.
2. In Interactive Actors, click the "+" icon to add the corresponding signal tower.
Repeat this for each signal tower.
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Blueprint path:
`Content/Project/Actors/Device/Device_Dock`
These act as sockets around your towers where defense units can be placed.
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Blueprint path:
`Content/Project/Actors/Misc/TradingMachine`
There are two types:
- `TradingMachine`: Static set of items
- `TradingMachine_Refresh`: Generates a random item list on refresh
Properties:
- Item Classes: Types of items sold
- Items Number: Total number of items
- Item Cost: How many of each item will appear
- e.g. If Item Cost = 700 and the item price is 100, then 7 will be available
- Extra Items: Guaranteed items + quantities
- Price Multiplier Range: Random price variance for vending machines
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Use the `Tomb_Exit` blueprint you copied earlier. Place it in a suitable location in your map.
To customize it:
- Open the blueprint
- Modify the appearance or functionality via the on Exit Start Working function, which triggers once the signal is full and extraction is available.
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Blueprint path:
`Content/Project/Actors/Spawner/ZombieBatchSpawner`
Refer to the previous challenge map tutorial for property details.
You will need two spawners:
1. One with Actor Tag: Spawner
- Continuously spawns zombies
2. One with Actor Tag: Hunter
- Only spawns zombies when a signal tower is active
Use the example project as a reference for ideal settings.
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Fill out the required forms and package your mod properly.
Refer to the official documentation for instructions. This guide does not repeat that information.
I wanted to ask if there’s a way for us to prevent zombies from despawning when using the ZombieSpawner blueprint.
Currently, after approximately one minute, the zombies spawned by ZombieSpawner will disappear if they’re not visible on the player’s screen.
Thank you.