For assistance and discussions, visit the 🔧-modding channel on the official Longvinter Discord.
- Download Unreal Engine 4.26 source build
- Build the engine from the source
- Add a new directory called
Projects/
to theUE4Games.uprojectdirs
file located in the Unreal Engine root folder
- Download this repository and place it inside
UE/Projects/
(Create the folder if it does not exist yet) - Run the
GenerateProjectFiles.bat
in your UE4 root directory - Open the
UE4.sln
- Build the Longvinter project in the Development Editor configuration
- Verify that the build scripts are listed in the Programs/Automation directory
- Open Properties for
SimpleUGC.Automation
and choose the Build tab on the left. Set the Output Path to your source build'sEngine\Binaries\DotNET\AutomationScripts\
directory for both Development and Debug Configurations - Build the AutomationTool project in the Development config
- Right click the Longvinter project and click Set as Startup Project
- Run the Longvinter project in Development Editor config
More info about the SimpleUGC plugin and how to build/use it can be found here
- Open the Longvinter modding project
- Go to
File
→Create UGC
- Fill in the
Name
,Author
andDescription
and pressCreate Mod
- You should now have a new empty folder in the content browser
The Item Data Holder has a list of every single item in the game
Making a custom Item Data Holder allows you to add new items and replace existing ones
Right click in the empty mod folder and click Blueprint Class
Select A_ItemDataHolder
under the All Classes
and add it to the mod
Now add a Replacement Actor Component to the new Item Data Holder so that it can replace the one already in the game
Open the Item Data Holder and press Add Component
→ Replacement Actor
Click on the just added Replacement Actor and go to the details panel
Under there you should see Simple UGC
→ Actor Replacement
Add A_ItemDataHolder
to the Actor Classes to replace list
Lastly make sure that Show Inherited Variables
is checked
Start by right clicking on the mod folder again and adding a A_Placeable from the Blueprint Classes
Open the new placeable and customize it to your liking
You can for example change the model
To change the default values select the root placeable
If you want to edit the placement collision for example, you will need to check the Make Custom Collision Check
box
After you are done with the placeable then it's time to add it to the Item Data Holder that we added earlier
Go to the Item Data Holder and select the AdditionalItems
variable
Now in the details panel you can add a new item under the Default Value section
In this example I am changing the following:
Name
Texture
which is the icon that shows in the inventoryCategory
which is placeable in this caseSpawnedPlaceableReference
which is the actual placeable actor that we created
Start by going to your Item Data Holder and clicking the AdditionalItems variable
Add a new element to the array and change the values to your liking
To make a weapon you will need the following
Wearable
set to trueWeapon
set to trueSlot
set to 2Category
set to Equipment
Inside WeaponStats you will find all weapon related values like the damage and fire rate
Before the mod can be loaded in the shipping verion of the game it needs to be packaged
Test your mod before packaging by clicking the play in editor button
To package your game just press File
→ Package UGC
After the engine is done packaging you should get a packaged .zip file of the mod
Extract the .zip file to \Longvinter\SteamMods\<mod_name>
Make sure that the <mod_name>
folder is named the same as the .uplugin file you just extracted
If you are missing the SteamMods
folder then run the MakeSymbolicLink.bat
in the game folder as adminstrator
You should now have something like this
F:\SteamLibrary\steamapps\common\Longvinter\Longvinter\SteamMods\test
The last step is to run the CopyMods.bat
in the game folder as adminstrator
This should copy your files from the SteamMods
folder to the Mods
folder in a correct format
Now you can simply start your game from steam and go to the host server tab to test
Uploading to the workshop is done through the workshop upload tool in game
You can find the upload tool on the mods page in the settings
Now just fill in the information and copy paste the Mod folder
path
For the Preview image
make sure that the image is less than 1MB in size and in a square format
The usual display size in the Steam Workshop is 200×200 pixels
After clicking the upload button the Mod will start uploading
If the mod upload was successful you should get OK and the window should close
If you get LimitExceeded it means that your preview image is too large
You can find the files to the unpackaged mod created in this guide on the Steam Workshop.