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BP_ModData Creation and Setup

BP_ModData is a Mod Data Blueprint that tells Path of Titans what your mod contains and how to load it. It is essential to have in your mod folder, otherwise your mod will not load properly. This tutorial will show you how to create this important file and how to set it up.

INFO

You may have already created your ModData_BP if you followed the "Creating Your Mod in the Dev Kit" Tutorial.

When creating mods, it’s highly recommended that you release every character, map, and game mode as a separate mod. This way users and server owners can pick and choose which characters and maps they want to add to their games, and allows for a lot more flexibility for you. Instead of having to update the entire mod because of an edit to one character for instance, you can simply edit that individual mod without affecting your other creations.

  1. Inside your mod folder, create a new folder called “Blueprints”. Your ModData file MUST be placed in this Blueprints folder or else it will not work.
  2. Right click and create a new blueprint class.
  3. Select IModData from the list and click “Select”
  4. Name the new blueprint “BP_ModData” It MUST be named this, or else your mod will not be readable.
  5. Open the ModData blueprint and take a look at the categories available. Set up the ModData with the relevant information and save when you are finished.

This table explains each section of BP_ModData and what is required for each mod type.

ItemDescription
Mod TypeThe classification of your mod. If your mod contains more than one type, leave as "Generic".
Characters
New CharactersIf you have created a brand new creature, slot it's CharData Asset into here.
Override CharactersIf you want to replace a base game dinosaur with an edited version, slot the original CharData of the dino into Key and your edited CharData into Value
New SkinsIf you want to add skins to a base game dinosaur, you must slot in the CharData of the dinosaur into Element 0 and the custom SkinData assets you created into the Skins array.
Combat
Override Attribute TablesIf you are modding a custom creature, you must assign your Attributes_CreatureName stat file into here.
Overrride Combat Value CurvesIf you are modding a custom creature, you must assign your Combat_CreatureName and Multipliers_CreatureName stat files into here.
Override AbilitiesIf you are editing the ability of a base game dinosaur, you must slot in the original Ability Asset into Key and your edited Ability Asset into Value
Maps
Display NameThe publicly visible name of your map mod.
DescriptionDescription of your map mod.
MapThe map level, found in your mod folder.
Required Remote ConfigLeave blank
Preview ImageThe preview image of your map. Must be a 512x512 image and be inside your mod folder.
VisibleWhether or not your mod is visible. Should be left checked.
Show in EditorIgnore
World CompositionIf your map uses world composition (tiles and level streaming) you must check this box. If your map does not use world composition, leave this unchecked.
Developer OnlyIgnore
Full Game OnlyIgnore
Game Modes
NameThe publicly visible name of your game mode
DescriptionA brief description of your game mode
AliasIgnore
Game ModeYour game mode blueprint in your mod folder
Preview ImageThe preview image of your game mode. Must be a 512x512 image and be inside your mod folder.
User Interface
Menu HUDOverrides the menu HUD with this specified blueprint
Game HUDOverrides the game HUD with this specified blueprint
Main MenuOverrides the main menu with this specified blueprint
Footer Image

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