unturned4-mod-example

The first-ever modding tutorial for Unturned II.

Note that this is not the official (made by SDG) modding tool. It was made by reverse engineering the game’s code. At this time, it’s only possible to create maps and commands.

GameAndEditor

Prerequisites

  • Unreal Engine (To find the version: Right click on the U4.exe > Properties > Details)

Create a mod

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.

CreateNewMod

List your map in the game’s main menu

To do so, create the Level Definition DataAsset (see ExampleMod/Maps/ExampleMap/LD_ExampleMap for example). Right click on the Content Browser window > Miscellaneous > DataAsset.

CreateDataAsset

Select U4_LevelDefinition class.

PickLevelDefinition

Configure created asset.

Create a command

  1. Right click on the Content Browser window > Blueprint class.

  2. Select U4_AdminCommand class.

    PickAdminCommand

  3. Add ‘Execute Command’ event and implement it.

    CommandImplementation

  4. To make commands usable, you need to register them: create an instance of ExampleMod/Blueprints/BP_CommandRegistrator on your map and select what commands you want.

    RegisterCommands

Package

  1. Click the ‘Package Mod’ button on the toolbar and select which one to build.

    CreateCustomLaunchProfile

  2. Copy the exported folder from src/Mods/(your mod name)/Saved/StagedBuilds/WindowsNoEditor/U4/Mods/(your mod name).

  3. Create a folder named Mods in the game’s U4 folder.

    CreateModsFolderInGameFiles

  4. Paste the (your mod name) folder into the game’s U4/Mods folder.

    PasteModIntoModsFolder

  5. Run the game.

Assets documentation

See Unturned II modding docs.

Good luck

GitHub

View Github