T8 ‐ Stage Modding - CDDTreborn/Tekken-8-Resources GitHub Wiki
Introduction
At the current time we have some limitations but i'll explain what options we currently do have.
LIMITATIONS:
- No edits of umaps via hex. The T7 method is obsolete in T8
- Can't add any objects directly to a level/umap. It will crash.
- Filtering out assets via blueprint might be possible but not successfully accomplished yet
OPTIONS:
- Replace levels with empty levels.
- Load assets into a level by spawning thru the level-blueprint
- Stream sublevels.
Pre-requisites:
- Basic understanding of levels and blueprints in ue5.
- Ability to seek to extrapolate the information here to make things specific to your desires.
Quick Tips
- Use Fmodel to get all of the stage names and locations
- You can load the stages in fmodel to get an idea of what they contain
- You can search the asset data section to look for specific components and location info.
- Have patience with the process and yourself.
Option 1 - Replace levels with empty levels.
- Create an Empty Level
Option 2 - Using the level-blueprint
- Create an empty level and set it up like instructed in Option 1.
- Create a blueprint, select the Actor class, and give it a name like BP_NewObject
- Open the blueprint and select add static mesh component. On the right you can pick which static mesh you want to be loaded. You can set its relative position or keep it at 0 and set the position when it loads into the level.
- Open the level blueprint for the empty level.
- Compile and Save the BP. You can test it by hitting the play button in the editor.
- Make sure to include all relative assets in a chunk.
- Save, package, done
Option 3 - Stream levels
- Create an empty level but this time save it in the main folder for the stage: Content > Stages > ST03_NeoCity. This will replace the persistent level and allow for us to determine which sublevels are loaded when we pick a stage.
- Create the sublevels we want to load. Follow the same process as Option 1.
- Once the sublevels are done we need to set them as streaming. Make sure you have the persistent level as loaded.
- Go to Windows > Levels. Click on the levels drop down and choose add existing. Select all the levels you want to be streamed in.
- Once you have all the levels you want then select them all and right-click and set the streaming mode to Always Loaded.
- Make sure to not include any of the empty sublevels when packaging. I use the data asset method, make sure the include directories is off then select each persistent level in the explicit assets array. You can also right-click and assign to a chunk each of the persistent levels you want loaded. I prefer the data asset method for this because i can quickly add or remove assets to chunk from one location.
- Save, package, done.