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Mod Development Tutorials:
"Nuclear Epoch" is developed based on Unreal Engine 5.7.4.
Download Unreal Engine (Version 5.7.4) from EPIC
Download the Mod project in Steam (If the ModKit is not visible, you need to check "Tools" in the category filter)
Double-click ProjectC.uproject to open the Mod project.
You can also download the ModKit via SteamCMD. Specific steps: https://drive.google.com/file/d/1qHo7soHgHrG2dKGvVgvqbtezLcd-Yy2d/view?usp=sharing
- First, create a new plugin and give your GameFeature a name (it is best not to duplicate other Mod names, preferably consistent with the Mod name).

- You can find your newly created plugin in the
Pluginsdirectory. Set the plugin's initial state to Active. After this, all assets used by the Mod should be placed in this plugin directory.

- Congratulations! Your first Mod plugin has been created.
All buildings in the game are based on BP_BuildingBase (/Game/Blueprints/BuildingSystem/BP_BuildingBase).
All items in the game are based on BP_Item_Base (/Game/Blueprints/Items/BP_Item_Base).
Create a new Actor in the plugin directory that inherits from BP_Item_Base.
All weapons in the game are based on BP_Weapon_Base (/Game/Blueprints/Equip/Weapons/BP_Weapon_Base).
There are base classes for melee and ranged weapons respectively (in most cases, we inherit from these two):
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BP_Weapon_GunBase: Ranged weapon base class. -
BP_Weapon_Melee_Base: Melee weapon base class.
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Click to open the packaging interface.

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Before creating the Mod, you need to fill in some basic information:
- GameFeatureName: The name of the GameFeature.
- ModName: The name of the Mod.
- Version: Mod version number.
- Author: Mod author.
- ModIntroduction: Detailed Mod information.
- IsOnline: Whether the Mod supports online play.

- Click CookMod and wait for completion, then click PackageMod.
Mod files will be saved in the \ProjectC\Saved\Mods directory.
Ensure the Steam client is open before uploading. Use UGC.exe to upload items.


Upload Attribute Descriptions:
- FileID: The Steam Item ID. Leave blank for a new Mod; fill in the existing ID to update a Mod.
- ItemPreviewIMG: Steam Mod preview image (512x512 JPG or PNG, under 1MB).
- Visibility: Whether the Mod is public.
- ItemTags: Mod tags (separated by commas).
- You must agree to the Workshop terms for the Mod to be visible.
Copy the Mod files to the game's Mod directory (ProjectC\Content\Paks\Mods\).
Restart the game to see the Mod.
Ensure the plugin is enabled in the project. If it still fails, try deleting the Saved folder.
Ensure the plugin is set to Active.

Please note that the Mod only packages content within the plugin directory. Any modifications made to core project files will not take effect.
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Create a new Data Table in the plugin directory, inheriting from
GameplayTagTableRow.
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Add the Data Table in the Project Settings.

You can view ExampleMod, which is an example of how to expand new buildings, firearms, props, firearm accessories, and armor.

Inheritable Base Classes:
[
"BP_BuildingBase",
"BP_Weapon_Base",
"BP_Item_Base",
"BP_Ammo_Base",
"BP_UseItem_Base",
"BP_Item_Material_Att_Base",
"BP_Item_Material_Base",
"BP_Gun_Accessory",
"BP_Armor_Base",
"BP_Armor_ArmorBase",
"BP_ArmorWithData_Base",
"BP_Backpack_Base",
"BP_HelmetBase",
"BP_Shoe_Base",
"BP_Weapon_Melee_Base",
"BP_Weapon_GunBase",
"BP_Search",
"BP_NPCCharacterBase",
"BP_SpawnEnemyBase",
"BP_GatherBase",
"BP_EnemyBase",
"BP_ShootAmmoBase",
"BP_BreedAnimal",
"BP_BreedAnimal_Pig",
"BP_BreedAnimal_Dragon",
"BP_SkillOnHnad",
"BP_ThrowBase",
"BP_LineBase"
]