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joric edited this page Nov 18, 2025 · 86 revisions

Welcome to the SupraMods wiki! Also see SupraTools wiki.

Screenshot 2025-10-30 050437
Screenshot

This is experimental BP Mod for Supraworld (as opposed to pure Lua mods). It needs building for the exact engine version.

  • Currently implements the minimap circular mask clipping material. Uses Minimap_dev.lua.

There are no clipping materials in the game and /Engine/EngineMaterials/Widget3DPassThrough.Widget3DPassThrough only has ONE input (Retainer uses Texture as RT), so we have to create a custom material and it's only possible with a BP mod.

Apparently, engine does not compile material if it is unreferenced or unused in the mod. So you create a Retainer Box with Visibility: Hidden, assign the clipping material to it, spawn it in PostBeginPlay, then it works. May be a Retainer Box issue.

Building

Use build.cmd to package, install.cmd to copy packages, or test.cmd to package, copy packages, and run the game.

Development

Video

From https://docs.ue4ss.com/dev/feature-overview/blueprint-modloader.html

UE4SS BP system is based on RussellJ's, this tutorial video is applicable for creating a blueprint mod for UE4SS.

Steps

  1. Create folder Mods/<ModName> in the content folder. Create actor blueprint ModActor in this folder.
  2. Add PreBeginPlay and PostBeginPlay custom actions for the ModActor. Use CreateWidget in PostBeginPlay.
  3. Tick Generate Chunks in project settings, tick Allow ChunkID Assignments in Editor settings.
  4. Select assets you want to export, then Asset Actions... - Assign to Chunk... (I use 69 for all assets).
  5. Package project, copy *69 pak/ucas/utoc to the LogicMods UE4SS folder, run the game.

Tips

  • To package unreferenced chunks, tick Cook everything in the project content directory (ignore list of maps below).
  • If material doesn't work, try unticking Share material shader code in the project settings (does not help with Retainer).

Resources

To use in-game textures (e.g. /SupraAssets/Materials/Icons/Quests/BlueRune.BlueRune) from mod you have to dummy textures in editor. E.g. create a 1x1 png texture, populate project folders with its copies and reference to them. To have paths starting from /SupraAssets instead of /Game create a plugin (Edit - Plugins - Add - Content Only) and name it SupraAssets, then move textures to the plugin folder in the Content Browser. Same goes for the materials and other resources.

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