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

  1. Open Epic Games Launcher and navigate to the Library tab
  2. Click the Plus (+) button to add a new engine version
  3. Choose 5.1.1 from the dropdown list in the new entry
  4. Click Install

Epic Games Launcher - Version Selection

Configure Installation Options

Keep only the following options enabled by default (uncheck all others for optimal installation):

Epic Games Launcher - Installation Options

[!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

  1. Click the left sidebar: Select GAMES
  2. Select Template: Choose Blank
  3. Choose Project Location: Select a location on your disk where the project will be stored
  4. Disable the following options:
    • Starter Content (Not useful for modding)
    • Raytracing (Optional but not needed for modding)
  5. Name your project: Choose any name you prefer (example: "Project_Plague")

Unreal Engine Project Settings

  1. 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 EditProject Settings → Search "build" → Change/Set from Development to Shipping

OR

Navigation Path: Open EditProject SettingsProjectPackaging → 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 EditProject Settings

Project Settings Menu

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:

  1. Enable/Toggle on Generate Chunks
  2. Disable/Toggle off IOStore
  3. 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 EditEditor Preferences → Search "chunkID" → Enable/Toggle on Allow Chunk ID Assignment

OR

Navigation Path: Open EditEditor PreferencesGeneralExperimental → Enable/Toggle on Allow Chunk ID Assignment

Finalize Setup

  1. Save your project and close all settings windows
  2. 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].


Additional Resources