Creating a .pak archive

You're going to need UnrealPak to do this section. Download it here; UnrealPak

If you would rather a video overview, see below;

First: the prerequisites. In order to package your mod, the folder hierarchy must follow the rule of ModName\RED\Content\, with the rest of the hierarchy matching the asset's original path.

As an example, if I am modding the asset sol_body in folder RED\Content\Chara\SOL\Costume01\Mesh and the mod is named LabcoatSol, I would:

  • take my cooked files from my cooking directory; this is in /[ProjectName]/Saved/Cooked/WindowsNoEditor/[ProjectName].
  • make a few folders in my UnrealPak directory; specifically, you want (UnrealPak)/ModName/RED/
  • copy Content from your cooking directory into there, so your directory tree looks like (UnrealPak)/ModName/RED/Content/Chara...

Actually packaging your mod is quite simple: simply drag the mod folder onto the UnrealPak-With-Compression.bat file. It should spit out a file with the same name as the mod folder, but with the .pak extension.

Now, you can use this as a mod. More detail on the installing page.