Originally Posted by Crocopede
I'm pretty chill. Was just defending myself respectively explaining the situation. Sorry for misunderstanding parts of your replies.
Well, I am mostly a framework coder. And thus I am complaining about various concepts of Blueprint as the system - features missing from previous engine(s). Although you can already create mods (including game modes, weapons, cosmetics, mutators etc.), the code base of UT (and the engine) is heavily changing. And for UT's part, it is also heavily limited. Various things UT uses are not exposed to Blueprint (although exposed to the UE architecture/framework). Creating/using/re-iterating tutorials or alike is a time consuming process. Just take a look on the official tutorials - these are outdated. Modding/developing/creating-unique-content for/with UT is a ongoing process, and does not commute well in the community-involved-small-team-openly-developed game. At some state, you might reach a dead-end on creating your desired functioning whether its gameplay related or simply a tool. But all that is totally fine and I blame no one for that - it's simply how developing works. And UT is only
in pre-alpha stage. Currently, creating content for UT is a trail&error process due to things I mentioned. There are so many modders in the community which already left, not following the development anymore, lost interest or simply moved to their own game due to the lack of involvement, possibility to contribute or to implement their own ideas (with mods, game modes, etc.). I can simply join that group of communtiy members - leaving the scene - or just try to work around these problems. This doesn't say that I shouldn't be able to complain about various things of the game (and the engine it uses). It is already too long to be a yaysayer
, no matter how hard it is to read critics, critics consist at least a bit of truth and sometimes people do care about what they are criticizing.
So yes, I do some stuff ("a lot" is relative
) - lately only finishing stuff I started and occassionally creating mods (from requests). The whole process of knowing UT(4) comes from modding prior UTs and knowing the code base. I cannot point anyone to good resources/tutorials other than the official docs. UT is limited in this regards as the official tutorials doesn't show much. Due to .pak files being closed and one is not able to look at the content from the editor (which differs from prior UT games), the community cannot look at other guys' mods in order to increase their knowledge. The only way would be approaching modding on their own, trail&error. Same as we all did - some more some less. And that's where the community as such takes places by actively helping each other. I can only speak for my self, how I see things in here. I do visit the forum very frequently, and mostly trying to help community members with any problem they have as long as I am confident I could help and that help would be sufficient or at least guiding to the right place. In all these years/months trying to contribute to UT, working on own mods, both C++ and BP, I gained a decent knowledge to be able to at least feel confident helping others. I don't want to state that all my answers/posts are really helpful (or fully correct) for all these I tried to help, but at least I am still convinced I can contribute to the community in that way. I don't need to but I like to.
That said, BP is complicated. UE4 is massive and complex. The active community is dissolving. But I don't want to discourage anyone contributing to UT in anyway, even though this thread (and some other ones) do sound like that. It's actually contrary to that, and I really like to see anyone helping out Epic, the community and/or creating mods. I do encourage guys (at least it's the intent of that), even if it is only explaining how I would approach things, how I create my own mods and not just keeping it private, or providing snippets/source to help out.
So my suggestion where to start modding UT? I don't know. The trivial approach would be tweaking properties but I personally don't consider that as modding, although technically it is. A major part of learning modding
of UT back then was reading the existing source code (UnrealScript). But this doesn't exist anymore. The C++ source code is complicated to read or adapt to BP and sometimes it is impossible to mimic the C++ behavior in BP. UT rarely consist of code BPs, mostly BPs are prototypes or simply content referencing classes
(/proper default properties). But the source code is a good documentation of how UT works. So the general advice would be: Take a look at the C++ source code. Other than that, I can only say trail & error, iterate, reconsider, evaluate, test and publish code/mods. You can't do anything wrong.
If you interesting in something specifically, let me know.
PS: Sometimes tutorials are not good either. Tutorials are one-sided and lack of discussion. Occassionally only discussions lead to good results.
PPS: And by actually knowing how a simple scripting language plugin is working for UE4 (Unreal.js, Skookrum, ???Script
etc.), all these issues (/rants; I have) would be gone.