XMarksTheSpot Posted July 21, 2015 Share Posted July 21, 2015 The idea with DynamicLoadObject looks good. This way is it possible to do without mutators at least when we need to spawn modded child class instead of original parent class.That sounds pretty nifty. One noob question about getting the game to recognize custom classes though, what's the preferred method? Can I simply drop cooked script files (*.u) in the game folder or do they need to be neatly packaged in a *.upk? In the latter case the *.upk needs to be registered in an *.ini, could that also work for loose script files? Link to comment Share on other sites More sharing options...
wghost81 Posted July 21, 2015 Author Share Posted July 21, 2015 (edited) Compiled u files are uncooked but have the same structure as upk. I prefer to use them instead of cooked upk packages, because cooking removes all debug information. And I also compile all the packages with debug flag on to get additional logging possibilities. To get your package in game you need to add it to DefaultEngine.ini Engine.ScriptPackages section to NonNativePackages array. And as we understand it now, you must add it after main game packages. Note that not me nor Amineri have tested DynamicLoadObject thing. It's just a theory. But if it works, adding your package to ini and loading new class with DynamicLoadObject will be enough to replace parent spawn with its child spawn. Edited July 21, 2015 by wghost81 Link to comment Share on other sites More sharing options...
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