Creating Uproject - Wuchang-Fallen-Feathers-Modding-Team/Wuchang-Fallen-Feathers-Modding-Guide GitHub Wiki
Wuchang: Fallen Feathers - Modding Setup Guide
Overview
This comprehensive guide will walk you through setting up your development environment for creating mods for Wuchang: Fallen Feathers. You'll learn how to create an Unreal Engine project (.uproject) that serves as the foundation for your modding projects.
[!IMPORTANT] Before you continue, make sure you have installed Visual Studio with the necessary components following this [Setting Up Visual Studio]. Otherwise, Unreal Engine won't be able to build packages later in the development process.
Step 1: Installing Unreal Engine 5.1.1
[!NOTE] Install the [Epic Games Launcher] and install UE 5.1.1 under the Unreal Engine tab.
Installation Process
- Open Epic Games Launcher and navigate to the Library tab
- Click the Plus (+) button to add a new engine version
- Choose 5.1.1 from the dropdown list in the new entry
- Click Install
Configure Installation Options
Keep only the following options enabled by default (uncheck all others for optimal installation):
[!TIP] You can return to the Epic Games Launcher at any time to modify these installation options.
After installation is completed, you can launch Unreal Engine.
Step 2: Creating Your Unreal Engine Project
Create a new project inside the launcher using the following configuration:
Project Configuration Steps
- Click the left sidebar: Select GAMES
- Select Template: Choose Blank
- Choose Project Location: Select a location on your disk where the project will be stored
- Disable the following options:
- ❌ Starter Content (Not useful for modding)
- ❌ Raytracing (Optional but not needed for modding)
- Name your project: Choose any name you prefer (example: "Project_Plague")
- Click the Create button and wait for the project to build (this may take several minutes)
Step 3: Change Project Settings at Build Configuration
Navigation Path: Open Edit → Project Settings → Search "build" → Change/Set from Development to Shipping
OR
Navigation Path: Open Edit → Project Settings → Project → Packaging → Change/Set from Development to Shipping
Step 4: Essential Project Settings Configuration
Once the project window loads, you need to configure several critical settings for mod development.
Access Project Settings
Navigate to Edit → Project Settings
Configure Packaging Settings
[!NOTE] You need to enable the Generate Chunks and disable the IOStore feature for proper [Mod Packaging] functionality.
In the Packaging section, enable the following options:
- Enable/Toggle on Generate Chunks
- Disable/Toggle off IOStore
- Enable/Toggle on Cook everything in the project content directory (ignore list of maps below)
[!TIP] To zoom in on any image, right-click and select "Open image in new tab" for better visibility.
Generate Chunks:
IOStore:
Cook everything in the project content directory (ignore list of maps below):
Enable Chunk ID Assignment:
Enable the Allow Chunk ID Assignment feature in editor preferences. This allows you to manually assign Chunk IDs to your assets in Unreal Engine.
Navigation Path: Open Edit → Editor Preferences → Search "chunkID" → Enable/Toggle on Allow Chunk ID Assignment
OR
Navigation Path: Open Edit → Editor Preferences → General → Experimental → Enable/Toggle on Allow Chunk ID Assignment
Finalize Setup
- Save your project and close all settings windows
- Restart the editor (recommended for all changes to take effect)
Congratulations! You are now ready to begin your Wuchang: Fallen Feathers modding journey.
Understanding the Development Workflow
This workflow mirrors the same process that professional game developers use to create Unreal Engine games. Think of the mod you're creating as a small fragment that you're adding to the existing game ecosystem.
[!NOTE] You can now begin setting up your mod content inside the engine. For detailed information on importing assets, refer to our guide on [Importing Assets in UE].