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.