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Add Docs for Creating Custom Launcher Profiles
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neonphog committed Mar 24, 2017
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3 changes: 1 addition & 2 deletions README.md
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Expand Up @@ -28,9 +28,8 @@ limitations under the License.
1. Clone the Repo
1. Open ModSkeleton.uproject
1. Be sure to select "View Options" -> "Show Plugin Content" in the Content browser to see Example Plugin Content
1. Follow [Instruction to Build Custom Launcher Profiles](docs/build_profiles/build_profiles.md)
1. Disable the ModSkeletonExamplePluginA plugin (Edit -> Plugins -> "ModSkeleton" section)
1. Create "Project Launcher" Custom profiles, as detailed in: https://wiki.unrealengine.com/Modding:_Adding_mod-support_to_your_Unreal_Engine_4_project
1. Be sure the "Name of the dlc to build." in the second (plugin) profile is set to "ModSkeletonExamplePluginA"
1. Execute the Full Game launch profile for your platform
1. Enable the ModSkeletonExamplePluginA plugin
1. Execute the Mod launch profile for you platform - note this may fail, but not before generating the needed .pak and AssetRegistry files
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102 changes: 102 additions & 0 deletions doc/build_profiles/build_profiles.md
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# Custom Build Profile For Generating ModSkeleton Mods

ModSkeleton Mods build on top of Unreal Engine 4's DLC system. In order to cook and package a Mod, we're going to create two Custom Project Launcher Profiles. First, one to build the base game. Second, we're going to create a Profile for our DLC / Plugin / Mod, referencing the base game version.

## 1 - The Base Game

#### 1.1 - Open the Project Launcher

![Open Project Launcher](open_project_launcher.jpg)

#### 1.2 - Create a New Custom Profile

![Create Custom Profile](new_profile.jpg)

#### 1.3 - Give Your Profile A Name

![Name Profile](main_1_name.jpg)

#### 1.4 - Tell the Profile to Build

![Build](main_2_build.jpg)

#### 1.5 - Tell it to Cook "By the Book"

- pick the platform you would like to cook for

![Cook By the Book](main_3_cook_book.jpg)

#### 1.6 - Cooking "Release" Settings

- Check "Create a release version of the game for distribution"
- Give a version name under "Name of the new release to create"

![Cook Release Settings](main_4_cook_release.jpg)

#### 1.7 - Cooking "Advanced" Settings

- Uncheck "Save packages without versions"
- Check "Store all contents in a single file (UnrealPak)"

![Cook Advanced Settings](main_5_cook_advanced.jpg)

#### 1.8 - Package Locally

- Set to Package and Store Locally

![Package and Store Locally](main_6_package.jpg)

#### 1.9 - Do Not Deploy

![Do Not Deploy](main_7_deploy.jpg)

## 1 - The Mod (ModSkeletonExamplePluginA)

#### 1.1 - Open the Project Launcher

![Open Project Launcher](open_project_launcher.jpg)

#### 1.2 - Create a New Custom Profile

![Create Custom Profile](new_profile.jpg)

#### 1.3 - Give Your Profile A Name

![Name Profile](plugin_1_name.jpg)

#### 1.4 - Tell the Profile to Build

![Build](main_2_build.jpg)

#### 1.5 - Tell it to Cook "By the Book"

- pick the platform you would like to cook for

![Cook By the Book](main_3_cook_book.jpg)

#### 1.6 - Cooking "Release" Settings

- Un-Check "Create a release version of the game for distribution"
- Leave "Name of the new release to create" blank
- Set "Release version this is based on." the same version string as in your base profile
- Check "Build DLC"
- Set "Name of the DLC to build." to "ModSkeletonExamplePluginA"

![Cook Release Settings](plugin_4_cook_release.jpg)

#### 1.7 - Cooking "Advanced" Settings

- Uncheck "Save packages without versions"
- Check "Store all contents in a single file (UnrealPak)"

![Cook Advanced Settings](main_5_cook_advanced.jpg)

#### 1.8 - Package Locally

- Set to Package and Store Locally

![Package and Store Locally](main_6_package.jpg)

#### 1.9 - Do Not Deploy

![Do Not Deploy](main_7_deploy.jpg)
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