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Character Modding
BleuRaven edited this page May 12, 2025
·
1 revision
The in game character import tools is not yet ready.
Check the vote update Modding Character Tool Update
Since update v0.4.5.1, the game supports character modding through code. This page provides basic notes for modder familiar with code and asset injection in Unreal Engine. (If you already know how to inject code and assets into Unreal Engine-based projects.)
To create a custom character mod config, inherit from the following UDataAsset class:
CharacterConfig/TagCharacterModConfig.h
UCLASS(BlueprintType)
class TAGGAME_API UTagCharacterModConfig : public UDataAsset
{
GENERATED_BODY()
public:
//Info
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Character - Info")
FText CharacterName;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Character - Info")
FText CharacterDescription;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Character - Info")
UTexture2D* CharacterPicture;
//Fullbody (TPV) cosmetic actor
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Character - Cosmetic Actor")
TSubclassOf<AActor> CharacterFullbodyCosmeticActor;
//Fullbody (FPV) cosmetic actor
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Character - Cosmetic Actor")
TSubclassOf<AActor> CharacterFullbodyCosmeticActorFPV;
};
You can assign the config to the player using this code:
APawn* Pawn = UGameplayStatics::GetPlayerPawn()
UTagCharacterConfigComponent* ConfigComponent = Cast<UTagCharacterConfigComponent>(Pawn->GetComponentByClass(UTagCharacterConfigComponent::StaticClass()));
ConfigComponent->AddCharacterModConfig(CharacterModConfig)
I don't know how do code injection but I you can add details if you want.