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Dolton

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Dolton20

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About this mod

BPLoader is a mod that allows other mods to load actor blueprints when the game starts.
This can be used for things like changing values while the game is running, adding custom widgets to the screen, and anything else that's possible with blueprints.

Requirements
Permissions and credits
BPLoader
BPLoader is a mod that allows other mods to load actor blueprints when the game starts.
This can be used for things like changing values while the game is running, adding custom widgets to the screen, and anything else that's possible with blueprints.

User Guide
Installation
  • Go to the game files, which can be found by right clicking the game, going to Manage > Browse local files, then to CrabChampions/Content/Paks.
  • Make a folder named ~mods.
    If this folder isn't named properly it may cause issues.
  • Place the .pak file into the ~mods folder.
    Do not remove _P from the end of the filename, if you do the mod will not load.
    If you do not see a .pak file you most likely have show file extensions off. How to turn it on.

Optional
I recommend backing up your save folder which is located at C:/Users/<Your User Name>/AppData/Local/CrabChampions/Saved/SaveGames.

Uninstalling
  • Go to the ~mods folder you created.
  • Remove the .pak file you added.

Modder's Guide

Using my modkit
  • Download the modkit and install its prerequisites.
  • Configure the .txt files in <Modkit Folder>/Tools/user_configs.
    The editor_directory file is the directory for Unreal Engine 4.27
    The package_output file is the output path for your mod, the _P at the end of the name is required for the mod to work.
  • Go to the modkit folder and open UE4Project/CrabChampions.uproject with Unreal Engine 4.27.
  • In Unreal Engine open the BPLoader folder and create a folder with your username in it
    The reason for making a folder with your username as its name is to make sure no two mods have a blueprint with the same path.
    If two mods have a blueprint with the same path, only one of the mods will function.
  • In the folder you made, create a new Blueprint Class with the class Actor.
  • Open the Event Graph and start making nodes.
    There are events that you can use to run blueprint nodes, the begin play event fires when the blueprint is spawned, the tick event fires every frame, and
    custom events can be fired manually, or they can be bound to another actor's events.
  • When you are finished run <Modkit Folder>/cook_assets.bat and then <Modkit Folder>/package.bat.
  • When you launch the game, your mod should be loading. If its not, check your ~mods folder to see if the mod file was created.

Other Methods
  • Open your mod in Unreal Engine.
  • Create a folder named BPLoader in the Content folder.
  • Create another folder in that folder with your username as its name.
    The reason for making a folder with your username as its name is to make sure no two mods have a blueprint with the same path.
    If two mods have a blueprint with the same path, only one of the mods will function.
  • In the folder you made, create a new Blueprint Class with the class Actor.
  • Open the Event Graph and start making nodes.
    There are events that you can use to run blueprint nodes, the begin play event fires when the blueprint is spawned, the tick event fires every frame, and
    custom events can be fired manually, or they can be bound to another actor's events.
  • Package the mod and when you load the game it should spawn the blueprints that you have created.