The first-ever modding tutorial for Unturned II.
Note that this is not the official modding tool. It was made by reverse engineering the game's code. Be aware of possible breaking changes. At this time, it's only possible to create maps and commands.
- Unreal Engine (To find the version: Right click on the U4.exe > Properties > Details)
Click the 'Create Mod' button on the toolbar. In the opened window, give your new Mod a name. Click 'Create Mod' in the right bottom corner.
There are 2 IMPORTANT things:
You need to create the Level Definition Data Asset (see ExampleMod/Maps/ExampleMap/LevelDefinition_ExampleMap
for
example). Right click on the Content Browser window > Miscellaneous > DataAsset.
Select the U4_LevelDefinition
class.
Configure the created asset.
The definition created in the previous step must be in a subfolder under (your mod's content folder)/Maps/
.
Good: MyCoolMod/Maps/CoolMap/LevelDefinition_CoolMap
Bad: MyCoolMod/Maps/LevelDefinition_CoolMap
Bad: MyCoolMod/LevelDefinition_CoolMap
-
Right click on the Content Browser window > Blueprint class.
-
Select the
U4_AdminCommand
class. -
Add the 'Execute Command' event and implement it.
-
To make commands usable, you need to register them first: create an instance of
/Content/ModsCommon/Blueprints/BP_CommandRegistrator
on your map and select what commands you want.
-
Click the 'Package Mod' button on the toolbar and select which one to build.
-
Copy the exported folder from
src/Mods/(your mod name)/Saved/StagedBuilds/WindowsNoEditor/U4/Mods/(your mod name)
. -
Create a folder named
Mods
in the game'sU4
folder. -
Paste the
(your mod name)
folder into the game'sU4/Mods
. -
Run the game.
For best practices and documentation see Unturned II's modding wiki .