Mod Switch – Frontend Map and UIScenes

UT3 LogoNow things start getting fun. This stage of the tutorial is going to end with you having your own UIScene loading when you start the game. We are going to take a couple steps with it through. The first step is to replace the Frontend map with our own; once that is completed, we will be replacing the Title Screen reference with our own and building the Title Screen UIScene and the Main Menu UIScene, and a final step when we move to our own datastore. This stage is also going to be a little different, because of the nature of kismet and the fact that our code is already completed. I hope you have enjoyed the process up to here. Once this is completed, you can safely depart into your own process. I will be covering a couple advanced topics after this:

  • Localization which is used to allow your game to be played in other languages
  • Background Matinee providing an automated movie in the background of your UIScene
  • Distribution to allow you to see how to package your game up and pass it around to your friends, foes and users
  • Package Suggestions which falls under the label of miscellaneous, but is still very important as it allows you to clean up how your code is thrown around and allow you to pass around a patch version of your distribution

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Mod Switch – Menu Classes and Datastore Needs

UT3 LogoIn the previous article I talked about how to get the stand-alone mod to compile. When we left off you should have had the ability to compile your code and it should output the .u file in the proper directory. Beyond that, nothing has changed. Running UT3 with the mod switch should only show you UT’s defaults menus. We are going to be continuing forward now, pressing into the UScript classes that we will need to be able to replace the menus and the related topics. In the next entry we will be focusing on the front end map and the kismet related to it. =) That is primarily pictures though I will be doing my part to expand where I find it necessary.

Similar to the saying in wood and metal shop, measure twice – cut once, we are going to research our needs before we jump into the code. It is imperative that you don’t skip through this portion of the tutorial, because I will be going over some of the underlying features in the classes and why I am making the choices I am in this tutorial that may impact your implementation options.

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