Unreal mod (nonfiction): Difference between revisions

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* [http://waylon-art.com/LearningUnreal/UE3-06-WorkingWithPackages.htm Working with Packages (Importing and Creating Assets)] @ Waylon Art
* [http://waylon-art.com/LearningUnreal/UE3-06-WorkingWithPackages.htm Working with Packages (Importing and Creating Assets)] @ Waylon Art
* [https://wiki.beyondunreal.com/Legacy:UnrealScript_Lessons UnrealScript lessons] @ beyondunreal.com
* [https://wiki.beyondunreal.com/Legacy:UnrealScript_Lessons UnrealScript lessons] @ beyondunreal.com
* [https://wiki.beyondunreal.com/Legacy:Modifying_Vehicle_Weapons Modifying Vehicle Weapons]


[[Category:Nonfiction (nonfiction)]]
[[Category:Nonfiction (nonfiction)]]
[[Category:Games (nonfiction)]]
[[Category:Games (nonfiction)]]
[[Category:Unreal (series) (nonfiction)]]
[[Category:Unreal (series) (nonfiction)]]

Revision as of 17:31, 25 December 2020

In the Unreal engine, a mod is a modified version of the basic game.

Scope

Mods range from simple to more complex to comprehensive:

  • Unreal Mutator - simplest
  • Game Type - more complex - implemented as subclasses of the GameInfo class, specific to the game.
  • Total Conversion - most comprehensive - bypass the established game classes and start at the engine core. Rather than use game-specific subclasses, TC's are implemented as subclasses of the base engine classes, such as the GameInfo class. If your mod doesn't exist in the realm of the game's universe, or if you want to try something completely different, then a TC is the way to go. Just be aware that you will be doing everything from scratch.

In the News

Fiction cross-reference

Nonfiction cross-reference

External links