Package and Share

To use your content outside of the editor, it must be Packaged. To play with others using your packaged content, you have to Share it. Each asset type is packages and shared differently:

Package and Share a Weapon

Provide a Display Name

Before packaging, make your item identifiable to other players by giving it a display name. This name will show up in game menus.

Find your weapon Blueprint asset (TutorialWeapon01) in the Content Browser and open it.

 

  1. Click on the Class Defaults button on the toolbar to bring up weapon properties in the Details panel
  2. Enter a desired Display Name
  3. Click the Save button

Your weapon now has a name that will show up in game menus.

Package Assets (Share If You Want)

Sharing automatically packages your assets. You then have an option to share publicly, but you do not have to. If you do not, you can still use your packages assets in an offline game. If you do share publicly, your assets will be visible to anyone who join your game.

In the Level Editor tab select the Share drop down, and choose Share a Weapon.
Choose TutorialWeapon01 from the pop-up menu. This packages asset and all its dependencies into a .pak file. While the process is running, you will see a Packaging Weapon... notification in the lower right of your screen.
When packaging is complete, you will have an option to share publicly.
  • Yes means your assets can be enjoyed by anyone who joins your server.
    (This will start the Epic Games Launcher to upload the .pak files to UT File Storage)
  • No means the packaged assets are available for your use offline.

Play a Game with Your Weapon!

To play a round on your weapon, select PlayCreate Game.

Select the Weapon Replacement mutator and use the "" to add it to the active mutator list. Click on Configure Mutator to pick which weapons should be replaced with your weapon.

Pick the weapon to replace on the left. You should see your weapon appear in the combo box on the right.

Package and Share a Cosmetic Item

Under Construction

We are still working out some kinks in the process; it may not work depending on your setup.

Provide a Display Name and Author

Before packaging, make your item identifiable to other players by giving it a display name. This name will show up in game menus.

Find your weapon Blueprint asset (TutorialHat01) in the Content Browser and open it.

 

  1. Click on the Class Defaults button on the toolbar to bring up asset properties in the Details panel
  2. Enter a desired Cosmetic Name
  3. Enter a desired Cosmetic Author
  4. Click the Save button

Your item now has a name that will show up in game menus.

Package Assets (Share If You Want)

Sharing automatically packages your assets. You then have an option to share publicly, but you do not have to. If you do not, you can still use your packages assets in an offline game. If you do share publicly, your assets will be visible to anyone who join your game.

In the Level Editor tab select the Share drop down, and choose Share a Cosmetic Item.
Choose TutorialHat01 from the pop-up menu. This packages asset and all its dependencies into a .pak file. While the process is running, you will see a Packaging Cosmetic Item... notification in the lower right of your screen.
When packaging is complete, you will have an option to share publicly.
  • Yes means your assets can be enjoyed by anyone who joins your server.
    (This will start the Epic Games Launcher to upload the .pak files to UT File Storage)
  • No means the packaged assets are available for your use offline.

Play a Game with Your Cosmetic Item!

 

To use your hat in game, select Player Settings from the gear menu.

Select your cosmetic item in the Hat combo box. Press J to taunt with your hat during a match.

Package and Share a Level

Provide a Map Name

Before packaging, make your map identifiable to other players by giving it an appropriate file name, description, and author.

Video : Open and save your map with an appropriate name for packaging:

  • In order for the game's menus to discover the map you must:
    • Save the map into /Content/RestrictedAssets/Maps/...
    • Prefix any Deathmatch maps with DM-
    • Prefix any CTF maps with CTF-
  • Click on FileOpen Level to open a map for packaging.
  • Search for the map you want to package (e.g. levelTutorialMap) and double-click to open it.
  • If your map does not meet the above naming and location criteria, save the map with an appropriate name by using FileSave As.

Your map will appear in the game menus with the name you provided once you have packaged it.

 

Fill out Author and Description

 

  1. Click on the WindowWorld Settings to summon World Settings panel
  2. Enter a desired Author
  3. Enter a desired Description
  4. Click the Save button on the main toolbar

Package Assets (Share If You Want)

Sharing automatically packages your assets. You then have an option to share publicly, but you do not have to. If you do not, you can still use your packages assets in an offline game. If you do share publicly, your assets will be visible to anyone who join your game.

In the Level Editor tab select the Share drop down, and choose Share a Level.
While the process is running, you will see a Packaging Level... notification in the lower right of your screen.
When packaging is complete, you will have an option to share publicly.
  • Yes means your assets can be enjoyed by anyone who joins your server.
    (This will start the Epic Games Launcher to upload the .pak files to UT File Storage)
  • No means the packaged assets are available for your use offline.

Play a Round on Your Map

To play a round on your map, select PlayCreate Game.

Then choose CTF or Deathmatch from the Game Type combo box. Click on the combo box labeled Map and select your map from the list.
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