Unreal mod (nonfiction): Difference between revisions

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** Do not be deterred by the references in the material to other Unreal Engine based games. The lessons should be generally applicable to the Unreal Engine and Unreal Development Kit (UDK) themselves.
** Do not be deterred by the references in the material to other Unreal Engine based games. The lessons should be generally applicable to the Unreal Engine and Unreal Development Kit (UDK) themselves.
* [http://waylon-art.com/LearningUnreal/UE3-06-WorkingWithPackages.htm Working with Packages (Importing and Creating Assets)] @ Waylon Art
* [http://waylon-art.com/LearningUnreal/UE3-06-WorkingWithPackages.htm Working with Packages (Importing and Creating Assets)] @ Waylon Art
* [https://wiki.beyondunreal.com/Legacy:UnrealScript_Lessons UnrealScript lessons] @ beyondunreal.com


[[Category:Nonfiction (nonfiction)]]
[[Category:Nonfiction (nonfiction)]]
[[Category:Games (nonfiction)]]
[[Category:Games (nonfiction)]]
[[Category:Unreal (series) (nonfiction)]]
[[Category:Unreal (series) (nonfiction)]]

Revision as of 16:30, 25 December 2020

In the Unreal engine, a mod is a modified version of the basic game.

Scope

Mods range from simple to more complex to comprehensive:

  • Unreal Mutator - simplest
  • Game Type - more complex - implemented as subclasses of the GameInfo class, specific to the game.
  • Total Conversion - most comprehensive - bypass the established game classes and start at the engine core. Rather than use game-specific subclasses, TC's are implemented as subclasses of the base engine classes, such as the GameInfo class. If your mod doesn't exist in the realm of the game's universe, or if you want to try something completely different, then a TC is the way to go. Just be aware that you will be doing everything from scratch.

In the News

Fiction cross-reference

Nonfiction cross-reference

External links