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Extending LyraGame with your own Game Feature Plugin and changing the EXE name.
Hello another quick video answering someones question around how to extend Lyra in a way that keeps all your changes safe in your own module, and finally how to change the EXE name and Icon.
Hope it helps someone, shout out to Modular UE5 who made the video my friend watched • UE5 Lyra - Asset Refer... I'm just extending upon it and showing you how to avoid more errors.
Пікірлер: 51
Thank you, all, I’m glad it’s helped you
You also need to add a GameplayCues folder to your module. Also you then need to edit your GameFeatureData asset file and add a new 'Action' with the 'Add Gameplay Cue Path'. Also don't forget to set the directory for the action as by default when just added as an action it still points to your projects' GC folder, not the one you created in your module :) Otherwise the engine will complain that your GCNs have to be in the Content/GameplayCues folder or the Shooter/Topdown Modules' GameplayCues folders. Also, thanks for an excellent tutorial, however I've learnt that rather than editing Project settings' Asset Manager, you can add in the asset manager lines in your GameFeatureData asset so everything is self-contained in the module.
That was amazing, I’m new to this so now I’m going to set up as you have and get rid of all the excess stuff I’ve created trying to figure this out. Well done and thanks again for taking the time to make this tutorial.
@6:59 DEAR GOD I was trying to figure out why I was having registry issues for my game experiences. Thank you. I hope this fixes my problems
Thank you, this was *exactly* what I was looking for. Thank goodness I found this early on.
I am up and running - Thank You! ☮
This is outstanding!!! AMAZING work, a true master, thank you I HAVE DEFINITELY LIKED SUBSCRIBED AND HAD TO COMMENT PLEASE KEEP UP THE GOOD 👌👌👌
Very well, thank you. Instead of adding a path in the project Settings, I can suggest setting the asset scan path in the SuperGameModule data Asset file.
@alanodonnell3955
2 жыл бұрын
How would you do this?
@thehadroneffect
2 жыл бұрын
@@alanodonnell3955 If you wanted to do it that way then just replicate whats in the project settings, so you'd add a new 'LyraExperienceDefinition' entry and then add your directory where in the ProjectSettings you see '/Game/System/Experiences' under 'Directories'. Don't forget to restart the engine afterwards so it will read your file at startup. I have several plugins and so I like to keep all the ProjectSettings together in one place and I always have Project Settings open, but that's just personal choice if you like to configure it in the data asset go ahead.
Thank you for sharing you knowledge friend. We need more advanced youtube tutorials just like this.
This Is such a GREAT video. Great Info! thanks
Far Simpler to Open the VC solution then goto your Project Right Click, select Properties, then for each of the Compiled types (Client Debug etc), change NMAKE output name :) No need to edit a binary file altho if you rebuild the Solution, may have to correct it again, have to look into the nmake files that hold those names maybe next. Don't forget to rebuild your Dev Editor AFTER changing the NMAKE name output as well.
you are BRILLiANT mate!!!!!!!!
Well done! Thanks a lot for sharing this
I had so much trouble with the asset references errors but this finally fixed. it. But when repackaging I don't have the file you have to edit and when I load the .exe the guys are just falling with no floor to stand on.
coooooool I owe u one.
Module Plugin stays already after the first time, if you click "save all", before you restart.
the renaming executable part isn't working on my side. I renamed the .target "targetname" field and replaced the IMPORT_DESCRIPTOR_LyraGame to IMPORT_DESCRIPTOR_MyDesiredName and it didn't work. What am I missing?
@cappuccin00
Жыл бұрын
Yes me too ,Now Can you fix it?
So can you add anything you want from your plugin like say guns and such to have them contained within the plugin so that they can all communicate with each other...I say that because plugins have one way communication with other plugins...so if our plugin depends on the ShooterCore Plugin then nothing in the ShooterCore Plugin will have access to our plugin without those save errors...at least that's my understanding.
When I do this with UE5.2 and follow your tutorial till the middle where you have created your own map and added the Lyra Player Start and changed in World Settings to the "B_ShooterGame" the game will not start as a player, I am just seeing the pawn (Ball with the cylinder). No real character or Bot gets spawned. Any Idea?
for some reason my plugin is not creating
What exactly do I need to do the packaging? MS offered so many options that I'm not sure what from the pack I need to download,
When packaging the build target menu doesnt show, and then it wont package, any ideas?
@MattPursley
2 жыл бұрын
Not sure if it's mentioned in the video, but the "build target" menu and the .exe packaging does require "Visual Studio Community 2019". After downloading and installing "Visual Studio Community 2019" right-click on the .uproject file and choose "Generate Visual Studio project files". Then re-open the SuperGame.uproject file in the UE Editor, and you should see the missing "build target" menu... and choosing Platform -> Windows -> Package Project should build the .exe file correctly too...
@supersamsch
2 жыл бұрын
@@MattPursley LogDesktopPlatform: Warning: Unable to read target info for then it lists my game dir. I've checked cooking longer titles. Any idea what I'm doing wrong? this is the first error the pops up. I haven't been successful packaging my test map after many tries and updates
@thehadroneffect
2 жыл бұрын
The only time I’ve experienced that is when I had two instances of UE open at the same time. Not sure what your problem is but I’d start by trying to package a blank project and see if that works.
Is it possible to change the name for LyraGame within the Packaged games binarie folder?
I just broke four backups... I obviously need to do this... LMFAO dear sweet Jesus.... Lyra hates me....
Lets say I want to make a game feature plugin, that is based in lyra, but is to be used in other game. How would this work? How could I put every lyra asset I use into my pligin and then package the plugin and use it in a fresh third person template, for example?
@thehadroneffect
Жыл бұрын
A very good question, sorry I missed it, well you have two options, 1 you can start with Lyra and extend it replacing everything front end with your own projects needs. 2. You use Lyra as a learning resource and extract the code that answers how to do things you’re interested in. Option 1 is simple, Option2 would require C++ expertise but then if you are serious about wanting to develop in the Lyra Style of doing things you’ll need to be good at C++ and UE5 at which point it becomes pretty straight forward. The short answer is Honestly people need a good grounding before they strip this project apart. It’s a sophisticated solution, but very, very good. Good Luck!
tytytyty!!!!
Okay, so I have a question about copyright etc. If I extend Lyra, make my own music and put it in, add some new weapons, make it FPS, create a story, create some new levels, add some new animated cutscenes, and change the name from Lyra to something else, can I then sell my game on the Epic marketplace without getting sued? Are they letting people do that with Lyra? Or, is it just "learn how to do this with Lyra, but you can't use our code and our stuff in your own thing. You have to start from scratch..."?
@thehadroneffect
2 жыл бұрын
The simple answer is Lyra is like any other asset on the marketplace as long as you develop your project in the Unreal Engine you’ll be fine. That said Lyra is a learning resource designed as a sample game project to help you understand the frameworks of Unreal Engine 5. You’d want to extend it and make it your own or else it will just look like the demo project. Good luck!
@stoneageprogrammer432
2 жыл бұрын
@@thehadroneffect Oh my god, thank you so much! So, basically, if I change just about everything about the look and feel, even if the underlying DNA is largely Lyra, then i'm okay. Honest, I'm just in AWE of Unreal 5 and Lyra, and what the devs have put in our hands. It really is the most amazing piece of software ever. Thank you again, have a great one.
@1337cookie
2 жыл бұрын
@@stoneageprogrammer432 I'm pretty sure you could package and release it AS IS and you would /probably/ be legally fine (just not very marketable). As long as your game is built with UE you could take any of the assets from Lyra into your own game and be fine. The unreal marketplace license is very agreeable to UE users.
@stoneageprogrammer432
2 жыл бұрын
@@1337cookie DAMN! That is just SO AWESOME! I just can't believe how cool the Lyra devs are to give us this, and how cool the Unreal devs are in general. I used to think I was superblessed just to be able to use Blender for free for the same reasons. But seriously the Unreal and Lyra devs are freaking heroic. Well, don't worry, I'm not just gonna release Lyra. I'm writing a huge soundtrack of songs, I'm gonna do something with the characters, add more weaps, I'm creating new sets, and I have a pretty neat story for my game. I think there may even be some light RPG elements in it too. At any rate, you wrote a great, helpful response, so I'm gonna sub you too. I really appreciate the help you guys, have a great day, and good luck!
Hi, I'm struggling with adding physical materials to lyra. Can you check this out? The problem. I added as usual physical material, making physical material asset, add tag in DT_Surfaces, change CFX_DefaultSkin. But it doesn't work. Lyra Context Interface is getting right material. Anim Notification works seems everything in order. But I believe tag in CFX_DefaultSkin should be registered somewhere else. And can't figure out it. Can you help, please?
@thehadroneffect
2 жыл бұрын
That’s complicated, it took me best part of a day to implement, Lyra uses Niagara but in two parts one for impact and one for ‘dust’ etc. Then you need to replicate it for client server. It took me a while and not something I can explain here, but if you look at how they have done their concrete one in the Niagara particle object you’ll see how the surfaces types are implemented
@doudar41
2 жыл бұрын
@@thehadroneffect Thank you for your time. I'll try. But can you give a hint what blueprint or c++ class where to look into client server, please?
@thehadroneffect
2 жыл бұрын
@@doudar41 I’ve not got the code in front of me but if you find one of the Physic’s materials and then use the reference viewer it should show you the Niagara object and in there you’ll see how the variables are passed in to choose which PM to use etc.
Its not working anymore.
hey is some1 able to pack the template???
Anyone else having issues packaging?
@MattPursley
2 жыл бұрын
Not sure if it's mentioned in the video, but the "build target" menu and the .exe packaging does require "Visual Studio Community 2019". After downloading and installing "Visual Studio Community 2019" right-click on the .uproject file and choose "Generate Visual Studio project files". Then re-open the SuperGame.uproject file in the UE Editor, and you should see the missing "build target" menu... and choosing Platform -> Windows -> Package Project should build the .exe file correctly too...
@alanodonnell3955
2 жыл бұрын
@@MattPursley Yea I came to that conclusion after a while when I tried packaging a default unreal project, thanks tho:)
@MattPursley
2 жыл бұрын
@@alanodonnell3955 Yep, np. Thought I would post that here for others that try this and notice those same packaging issues. As, you don't need VS to download, run, update the Lyra project. But, you will need it for the build/packag/rename step. And, that's not something that's specifically mentioned in the video I think. ;)
@thehadroneffect
2 жыл бұрын
@@MattPursley thank you, I actually cut that bit out, one because I thought the video would be too long but mostly because I assume people know and don’t want to sound patronising. Anyway thank you for mentioning it.
@supersamsch
2 жыл бұрын
@@thehadroneffect LogDesktopPlatform: Warning: Unable to read target info for then it shows my game dir. Any idea how to fix the target issue if I followed the steps?
No one else does it better.