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Getting started

How to Create a Mod for BetterMart

 

Welcome to the official documentation for creating a mod for BetterMart

The mod creation tool lets you create in-game events, change item prices, create new menus, new objects (arcade machines, mini-games), new items, and much more!

This means you'll be able to inject “Blueprint” code into the game and access many of the game code's function.

-->You will NOT need any basic knowledge of coding or the Unreal Engine if you want to add articles/furnitures or decoration.

Please put all textures, materials, and static mesh in the root directory of your mod, otherwise it won't work in-game (I'm working on the issue).

Know issue: For now furnitures cannot be created with a mod, it will be fixed soon.

 

Install Unreal Engine

  1. First, you'll need to download the Epic Games Store: Download Epic Games Store
  2. Then, once you're in the Epic Games Store launcher, you'll need to download Unreal Engine, version 5.7

Download the mod project

  1. Next, you'll need to install the project that will serve as the basis for creating a mod: Download Mod Creator Project (v0.14)
  2. After downloading it and extracting it with WinRAR
  3. you'll need to launch Unreal Engine 5.7 if you haven't already,
  4. then click on “My projects” > "Browse..." > Select the .uproject > "Open"

Open the project

 

Create plugin (mod)

  1. Once you open the project, you'll see an empty map, it serves no purpose. You can open the plugins window in the top-left corner by going to “Edit” > “Plugins”;
  2. a window listing the plugins should open.
  3. How open plugin window
  4. In the plugin window that opens, you'll create a new plugin that will be your mod. Click “Add” in the top-left corner of the window
  5. then click “Game features (Content Only),”
  6. then choose a name for your plugin and enter it in the field provided. Finally, click “Create Plugin.”

A window should open; you can close it and restart the editor after saving everything.

How create a plugin

 

After restarting the project, you'll need to repeat the steps to open the plugins window, but this time, instead of creating a plugin, we'll activate the one we created earlier. Click “Project” in the list on the left, then check the box next to your plugin, and finally click “Restart Now” again.

Active Plugin

 

Project Overview

Once the project has been restarted, you'll see an empty map, it serves no purpose. You can open the Unreal Engine File Explorer by clicking the button in the lower-left corner of the engine (or using the shortcut Ctrl+Space).

How Open Unreal Explorer

 

Once File Explorer is open, in the upper-right corner of File Explorer, you can check the “Plugin Content” box, and you should see the ‘plugin’ folder in the list on the left side of File Explorer. You can then open the “plugin” folder.

How open plugin folder

 

Once you're on the active plugins page, you'll see two plugins: one called “ModContentToPickUp” and your mod “YOURPLUGINNAME.” You can open “ModContentToPickUp,” select all its content by holding down “Ctrl,” then drag the content into your ‘YOURPLUGINNAME’ and select “Copy,” and finally, you can open the content of the plugin you created

How have file in your plugin

 

If you've made it this far, congratulations! you've successfully initialized your plugin! Now here are a few details before you can modify the mod:

In your mod, you have a lot of files, here is the three main files:

  • BP_OnGame,” which contains all the code you want to run in-game.
  • BP_OnMainMenu,” which contains all the code you want to run in the main menu.
  • DT_ItemsMOD,” which is the list of items your mod adds (if it adds any).

First, open “BP_OnMainMenu”; we're going to edit the details that players can see about your mod. Once it's open, on the left you'll see an ‘Interface’ category, and within that, a “ModInfo” function. Click on it, and the function will open. Then all you have to do is enter your mod's information there!

Edit mod infos

 

Finally, in “BP_OnGame” there are also ‘interface’ functions. These are events that run during specific in-game events (e.g., “OnJump” runs only when the player jumps).

Now you all have the chance to create a mod on BetterMart! If you want more details on how to create an item or other mods, browse the categories on the left!