How To Compile Plugins? Just a Few Steps! 1 Minute Easiest Tutorial
Learn how to compile a old plugins, or a plugins which are not from UE Marketplace. I will teach you the really easy method.
Learn how to build DLCs (UE paks) like Steam or Android downloadable content.
* In single line
* In single line
* In single line
* In single line
/**
* Input the full path of the pak file to mount and register it. E.g. C:\...\MyGame\Content\Paks\MyPak.pak
* @param InPakFilename "C:\_EduTec\_Pk\DLCs\Windows\DebugDLCs\Content\Paks\pakchunk1-Windows.pak"
* @return
*/
UFUNCTION(BlueprintCallable, Category = "DLCs|Debug")
bool DebugMountDLC(const FString& InPakFilename);
bool UDLCsSubsystem::DebugMountDLC(const FString& InPakFilename)
{
// Try to mount(Load) the pak file, by input the absolute path of the pak file. E.g. C:\...\MyGame\Content\Paks\MyPak.pak
if (UC3_KBP_Paks_FL::MountAndRegisterPak(InPakFilename))
{
// Log
UC3_KBP_General_FL::FL_PrintString_Lite(this, "Pak file mounted successfully.");
// Iterate over the content of the pak file
for (const FString& IterContentAsset : UC3_KBP_Paks_FL::GetPakContentList(InPakFilename))
{
// Log
UC3_KBP_General_FL::FL_PrintString_Lite(this, "Iter Content Asset: " + IterContentAsset);
// Action Part: Find out the asset you want to do something with
if (IterContentAsset.Contains("L_TestPakLevel_1"))
{
// Load this asset as a level
const FName TempLevelName = UC3_KBP_Paks_FL::LoadAssetAsLevelName(IterContentAsset);
// Log
UC3_KBP_General_FL::FL_PrintString_Lite(this, "Found the level asset with LevelName: " + TempLevelName.ToString());
// Load this asset as a level
// Make sure the level path (e.g. “/Game/DLC_1/L_TestPakLevel_1.L_TestPakLevel_1”) is correct and matches the actual level asset in your project.
UGameplayStatics::OpenLevel(this, TempLevelName, true);
return true;
}
}
}
return false;
}
* In single line
,
"WhitelistPlatforms": [
"Win64",
"Mac"
]
,
"PlatformAllowList": [
"Win64",
"Mac"
]
Copyright © 2022-2025 Cyrus365, All rights reserved.