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Blueprint Setup

This guide will tell you how to setup Unreal Engine for modding with blueprints.

Setting up The Project

Install Unreal Engine 5.2.

WARNING

You MUST use Unreal Engine 5.2 as it is what the game runs on.

Create a blank project named Simulatorita.

Create Project

Go to Edit > Project Settings > Packaging, and ensure you have the following settings.

Project Settings

Then, go to Edit > Editor Preferences and search for Allow ChunkID assignments

Chunk Settings

In the Content Browser, create a new folder called Mods. Then, create your mod folder and call it whatever you like, such as MyMod.

Right-click and create a new Blueprint Class.

Blueprint Class

Choose the Actor class.

Actor Class

Once the Blueprint is created, name it ModActor.

Modactor

Next, right-click and create a Miscellaneous > Data Asset with the PrimaryAssetLabel class.

Data asset

Open the NewDataAsset and edit it accordingly.

New Data Asset

Open your ModActor's Event Graph and create 3 String Variables.

Metadata

Click to Compile your blueprint and then you can edit each Variable.

Compile

Each value can be changed under Default Value.

Mod Author

Right-click and add a Custom Event.

Custom Event

Name it PrintToModLoader, add a String input titled Message.

Print

Drag off of the Event Begin Play node and search for PrintToModLoader.

First Print

In the message input type: Mod Loaded!.
This will print Mod Loaded! when the mod loads.

Mod Loaded Print

Make sure to Compile your blueprint and then save your Mod Actor.

Compile

Now you can build your mod!
Check out the packaging guide to export your mod.

NOTE

Some information and screenshots taken from Dmgvol's UE Modding Guide