Modding New Creatures
Modding a creature into Path of Titans is very straightforward and highly flexible. This page organizes all the steps required to have a fully complete creature ready to be added to Path of Titans. It's highly recommended that you do the steps in order to avoid bugs or problems.
When creating new characters, it’s highly recommended that you release every character as a separate creature mod instead of a bundle or pack of creatures. This way users and server owners can pick and choose which characters 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, you can simply edit that individual mod without affecting your other creations.
Prerequisites
Before you start creating your creature, you will need to have the following:
Once you have completed the above two steps, you can start with creating your creature.
Creature Creation
First you must get your creature ready for Unreal Engine, which means creating a game-ready model and formatting it to be compatible with our game systems.
Step 1: Create your game-ready model
TIP
Optionally, import an Unreal Engine Marketplace asset.
Step 2: Rig your character to our skeleton layout
TIP
Optionally, create your own animations.
Step 3: Create Morph Targets for growth, blinking, and breathing

Textures
Creating various textures and masks that are used with our game systems. This includes base textures, skins, and wounds.
Step 4: Creating base textures
Step 5: Painting creature skins
Step 6: Painting wounds

Importing and Basic Setup
The first step towards importing your creature into Unreal Engine and getting it to a state where you can look at the model in-game.
Step 7: Import mesh and textures
Step 8: Create base skin material
Step 9: Create Physics Asset
Step 9b: Setup Skeletal Mesh LODs

Animations
Setting up the animations your creature will use. If you plan on animating your creature yourself, you can skip Step 10. Refer to our List of Animations to see which animations are required.
Step 10: Retargeting Animations
Step 11: Set up your Animation Blueprint
Step 12: Setting up IK

Setting Up Creature In-Game
Setting up various Data Assets and blueprints in order to make your creature playable.
Step 13: Set up SkinData Assets
Step 14: Set up CharData Assets
Step 15: Character Blueprint
TIP
Optionally: Enable Swimming and Flying

Gameplay Setup
Step 16: Setup your creature's sounds
Step 17a: Add footprints to your creature
Step 17b: Setup Carrying and Pickup Animations

Stats and Abilities
Setting up stats, abilities, attacks, and more using the handy AbilityEditor tool.
Step 18: Using the AbilityEditor Tool
Step 19: Assigning and balancing stats
Step 20: Setting up abilities and attacks

Finishing Your Creature Mod
Step 21: Moving all assets into the Mod Folder
Step 22: Setting up BP_ModData
Step 23: Optimize Your Creature Mod
Step 24: Uploading to the cloud cooker
Step 25: Testing and Releasing your mod
Congrats! You have now released your creature mod to the public! Be sure to look for feedback from players and what people think about your creation.

After Releasing Your Mod...
Releasing your mod for the first time is amazing! However, you will likely want to update your mod with bug fixes, feedback, or add more content. Here are some helpful articles about how to maintain your mod and add more content to it.