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.
- 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.
- Right click and create a new blueprint class.
- Select IModData from the list and click “Select”
- Name the new blueprint “BP_ModData” It MUST be named this, or else your mod will not be readable.
- 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.
| Item | Description |
|---|---|
Mod Type | The classification of your mod. If your mod contains more than one type, leave as "Generic". |
| Characters | |
New Characters | If you have created a brand new creature, slot it's CharData Asset into here. |
Override Characters | If 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 Skins | If 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 Tables | If you are modding a custom creature, you must assign your Attributes_CreatureName stat file into here. |
Overrride Combat Value Curves | If you are modding a custom creature, you must assign your Combat_CreatureName and Multipliers_CreatureName stat files into here. |
Override Abilities | If 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 Name | The publicly visible name of your map mod. |
Description | Description of your map mod. |
Map | The map level, found in your mod folder. |
Required Remote Config | Leave blank |
Preview Image | The preview image of your map. Must be a 512x512 image and be inside your mod folder. |
Visible | Whether or not your mod is visible. Should be left checked. |
Show in Editor | Ignore |
World Composition | If 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 Only | Ignore |
Full Game Only | Ignore |
| Game Modes | |
Name | The publicly visible name of your game mode |
Description | A brief description of your game mode |
Alias | Ignore |
Game Mode | Your game mode blueprint in your mod folder |
Preview Image | The preview image of your game mode. Must be a 512x512 image and be inside your mod folder. |
| User Interface | |
Menu HUD | Overrides the menu HUD with this specified blueprint |
Game HUD | Overrides the game HUD with this specified blueprint |
Main Menu | Overrides the main menu with this specified blueprint |