The entire pipeline is run on your local PC. It consists of two main parts:
- Adding the Unreal Engine Blueprints, Data Table, and Data Structure to the Squad SDK for exporting the game data.
- Different JavaScripts for converting and uploading the exported game data to the wiki.
The latest version of the Squad SDK is required. You will find instructions on how to install the Squad SDK here.
-
Create a new folder in
/SquadEditor/Squad/Content/
namedWiki
. -
Place the LightingLayers.uasset, LightingLayersStructure.uasset, and MapGrabAsset4_0.uasset within the wiki folder.
-
Open the Squad SDK.
-
Open up the project settings by mousing over
Edit
in the top left and clicking onProject Settings
.
- Open Up the
Asset Manager
section.
- Under
Primary Asset Types To Scan
click the plus icon.
- Set the new
Primary Asset type
toMap
, theAsset Base Class
toWorld
and the directory to/Game/
.
-
Load into any level found in the Maps folder.
-
Open up the
Play Squad
section underLevel Editor
.
- Untick the
Limit Data Loading
textbox.
-
Close the setttings and navigate to
/Content/UI/
within the SDK and open the Blueprint calledBP_HUD
. -
Click
Add Component
and searchMap Grab Asset 4 0
and click on it.
- Navigate to the
On BeginPlay
section towards the top of the blueprint and break the link fromEvent BeginPlay
to theBranch
node.
- Drag the
Map Grab Assets 4 0
asset from the left bar into the blueprint.
- Drag off the blue object reference and search
Grab Points
and click on the function that appears.
- Connect the execute nodes on the
Event BeginPlay
,Grab Points
, andBranch
.
- Navigate to the end of the comment and then create a new function
Grab Asset
and connect the execute node to theRequest Player Data
blueprint.
-
Compile and save the blueprint.
-
Navigate to
/Content/Gameplay/Gamemodes/Destruction
and open theBP_DestructionObjectiveArea
blueprint. -
Add the
Map Grab Assets 4 0
component to this blueprint. -
Find the
Initilization of Objective
comment and add theDestruction Objective Grabber
function in betweenEvent BeginPlay
andSwitch Has Authority
-
Compile and save the blueprint.
-
Navigate to
/Content/Gameplay/Objectives
and open theBP_ObjectiveSpawnLocation
blueprint. -
If prompted make sure to
Open Full Blueprint Editor
. -
Add the
Map Grab Assets 4 0
component to this blueprint. -
Find the
Event BeginPlay
and add theDestruction Grabber
function there.
- Compile and save the blueprint.
Installation is complete at this point. See the SDK configuration for the next steps.