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installation.md

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Pipeline Installation

The entire pipeline is run on your local PC. It consists of two main parts:

  1. Adding the Unreal Engine Blueprints, Data Table, and Data Structure to the Squad SDK for exporting the game data.
  2. Different JavaScripts for converting and uploading the exported game data to the wiki.

Installing Blueprint MapGrabAssets.uasset

The latest version of the Squad SDK is required. You will find instructions on how to install the Squad SDK here.

  1. Create a new folder in /SquadEditor/Squad/Content/ named Wiki.

  2. Place the LightingLayers.uasset, LightingLayersStructure.uasset, and MapGrabAsset4_0.uasset within the wiki folder.

  3. Open the Squad SDK.

  4. Open up the project settings by mousing over Edit in the top left and clicking on Project Settings.

Project Settings

  1. Open Up the Asset Manager section.

Asset Manager

  1. Under Primary Asset Types To Scan click the plus icon.

Add New Asset

  1. Set the new Primary Asset type to Map, the Asset Base Class to World and the directory to /Game/.

Asset Configure

  1. Load into any level found in the Maps folder.

  2. Open up the Play Squad section under Level Editor.

Play Squad

  1. Untick the Limit Data Loading textbox.

Limit Data Loading

  1. Close the setttings and navigate to /Content/UI/ within the SDK and open the Blueprint called BP_HUD.

  2. Click Add Component and search Map Grab Asset 4 0 and click on it.

Add Component

  1. Navigate to the On BeginPlay section towards the top of the blueprint and break the link from Event BeginPlay to the Branch node.

Break Link

  1. Drag the Map Grab Assets 4 0 asset from the left bar into the blueprint.

Drag Actor

  1. Drag off the blue object reference and search Grab Points and click on the function that appears.

Create new Function

  1. Connect the execute nodes on the Event BeginPlay, Grab Points, and Branch.

Connect Nodes

  1. Navigate to the end of the comment and then create a new function Grab Asset and connect the execute node to the Request Player Data blueprint.

Grab Asset

  1. Compile and save the blueprint.

  2. Navigate to /Content/Gameplay/Gamemodes/Destruction and open the BP_DestructionObjectiveArea blueprint.

  3. Add the Map Grab Assets 4 0 component to this blueprint.

  4. Find the Initilization of Objective comment and add the Destruction Objective Grabber function in between Event BeginPlay and Switch Has Authority

Objective Grabber

  1. Compile and save the blueprint.

  2. Navigate to /Content/Gameplay/Objectives and open the BP_ObjectiveSpawnLocation blueprint.

  3. If prompted make sure to Open Full Blueprint Editor.

  4. Add the Map Grab Assets 4 0 component to this blueprint.

  5. Find the Event BeginPlay and add the Destruction Grabber function there.

Destruction Grabber

  1. Compile and save the blueprint.

Installation is complete at this point. See the SDK configuration for the next steps.