Modding SDK Development
I've been having trouble finding information on how to create an Installed Engine Build that targets our games .uproject file, so that it's native code and content is packaged into an installed engine build to be deployed as a modding SDK, so mod authors can use and inherit from our native and blueprint classes.
Does anyone have any information on where to begin?
asked Jul 19 '18 at 08:06 AM in Packaging & Deployment
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