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`unreal_auto_mod` has been renamed back to `tempo`, and all further development will continue [here](https://github.com/Tempo-Organization/tempo).\n\n\nEasy To Use Command Line Modding Utility For Unreal Engine Games 4.0-5.5 \u003cbr\u003e\nAutomates creation, and placement, of mod archives, and other various actions. \u003cbr\u003e\nFor an in editor menu version check out [UnrealAutoModInEditor](https://github.com/Mythical-Github/UnrealAutoModInEditor)\n\n\u003ch2\u003eProject Example:\u003c/h2\u003e\n\n[![Project Screenshot](https://github.com/Mythical-Github/UnrealAutoMod/assets/4b65e3a3-ae7f-4881-bea4-e73191594587.png)](https://github.com/user-attachments/assets/76da1afc-9c30-4ec8-b27c-8c072e73f696)\n\n\n\u003ch2 id=\"features\"\u003e💪 Features\u003c/h2\u003e\n\n* Supports Unreal Engine versions: 4.0-5.5\n* Supports loose file modding (unreal assets, not in a mod archive, like a .pak)\n* Supports modding iostore games\n* Automatic mod creation and placement\n* Automatic engine cooking, and packaging\n* Automatic game running\n* Automatic editor running\n* Event management system\n* Process management events\n* Window management events\n* Automatic script/exec running events\n* Supports creation of mod archives, through unreal_pak, repak, and engine made archives\n* Ability to add launch params to various script/exec running\n* Supports games with alternative packing structures (example game: Kingdom Hearts 3)\n* Supports packing edited files, through the persistent_files dir, or through the Event Management System\n* Easily configure what files end up in your final mod(s) and how with the Mod list within the config\n* Supports loading from json file, so you can have multiple projects easily\n* Logging\n* Colorful printouts\n* Ability to run in the background, with no windows\n\n\n\u003ch2 id=\"installation_steps\"\u003e🛠️ Installation Steps:\u003c/h2\u003e\n\n1. Download and unzip the latest [release](https://github.com/Mythical-Github/UnrealAutoMod/releases/latest).\\\nYou can keep the program anywhere you'd like.\n\n### 2. **Configure the Default JSON File**\n\nMost users will only need to edit a few settings, which can be done with a text editor. In the JSON file, you typically need to update the following:\n\n- **Unreal Engine `.uproject` File Path**  \n  Specify the path to your Unreal Engine project file.\n\n- **Unreal Engine Directory**  \n  Define the directory where Unreal Engine is installed.\n\n- **Game's Win64 Executable Path**  \n  Set the path to the game's Win64 executable. Ensure that the path is valid:\n  - **Correct Example:**  \n    `\"D:\\SteamLibrary\\steamapps\\common\\Zedfest\\KevinSpel\\Binaries\\Win64\\Zedfest.exe\"`\n  - **Incorrect Example:**  \n    `\"D:\\SteamLibrary\\steamapps\\common\\Zedfest\\KevinSpel.exe\"`\n\n- **Steam App ID**  \n  If using the Steam launch method (as opposed to the executable method), enter the Steam App ID.\n\n- **Window Title Override String**  \n  Specify the string for the launched game's window label.\n\nAfter configuring these settings, you can proceed to configure the mod list.\n\n###\n3. **Configure the mod list:**  \n   You can include any number of mod entries in the list.\n  \n\n  ```\n   {\n      {\n      \"mod_name\": \"MapKit\",\n      \"pak_dir_structure\": \"~mods\",\n      \"mod_name_dir_type\": \"Mods\",\n      \"use_mod_name_dir_name_override\": false,\n      \"mod_name_dir_name_override\": null,\n      \"pak_chunk_num\": null,\n      \"packing_type\": \"repak\",\n      \"compression_type\": \"Zlib\",\n      \"is_enabled\": true,\n      \"manually_specified_assets\": {\n        \"asset_paths\": [],\n        \"tree_paths\": []\n      }\n    },\n    {\n      \"mod_name\": \"ExampleLevel\",\n      \"pak_dir_structure\": \"~mods\",\n      \"mod_name_dir_type\": \"Mods\",\n      \"use_mod_name_dir_name_override\": false,\n      \"mod_name_dir_name_override\": null,\n      \"pak_chunk_num\": null,\n      \"packing_type\": \"repak\",\n      \"compression_type\": \"Zlib\",\n      \"is_enabled\": true,\n      \"manually_specified_assets\": {\n        \"asset_paths\": [],\n        \"tree_paths\": []\n      }\n    }\n  ```\n\n### Configuration Details\n\n- **`mod_name`**: This will be the final mod archive's file name, e.g., `mod_name.pak`.\n\n- **`pak_dir_structure`**: Specifies the folder structure within the game's `Content/Paks/` directory. Common values are `~mods` and `LogicMods`.\n\n- **`mod_name_dir_type`**: Determines the built-in auto-include directory.\n  - `Mods` will include files from `Game/Mods/ModName/`.\n  - `CustomContent` will include files from `Game/CustomContent/ModName/`.\n\n- **`use_mod_name_dir_name_override`**: Set to `true` if you want your final mod name to include a suffix (e.g., `_P`), but not the internal project name. Example: `Content/Paks/~mods/ExampleName_P` vs. `Game/Mods/ExampleName`.\n\n- **`mod_name_dir_name_override`**: Specifies the folder to use instead of the default. Usually the `mod_name` without any suffix.\n\n- **`pak_chunk_num`**: Used only if you are using the engine packing enum. Set this to match what you configured inside Unreal Engine.\n\n- **`packing_type`**: Specifies the packing method:\n  - `repak` for general use.\n  - `engine` for iostore games.\n  - `loose` for games using loose file modding.\n  - `unreal_pak` for when you want to pak using unreal_pak, from your game engine install, usually not ever needed.\n\n- **`compression_type`**: Determines the compression method for the mod archives. Not applicable for loose file modding.\n\n- **`is_enabled`**: Set to `false` to disable packaging of the mod and uninstall it if it exists in the specified mod directory.\n\n- **`manually_specified_assets`**: Lists additional assets to include:\n  - **`asset_paths`**: Direct paths to specific files (e.g., `test.uasset`, `test.uexp`).\n  - **`tree_paths`**: Include all files in subfolders within specified directories.\n\n### Additional Notes\n\n- For JSON paths, use forward slashes (`/`) instead of backslashes (`\\`). Make sure your paths match this format when editing the JSON file.\n- [Settings Json Reference](https://github.com/Mythical-Github/UnrealAutoMod/blob/main/docs/settings_json.md)\n- [Faq](https://github.com/Mythical-Github/UnrealAutoMod/blob/main/docs/faq.md)\n\n###\n\n4. **Run the application:**  \n   Once everything is set up, you can proceed to the [Running Steps](#running-steps).\n\n\u003ch2 id=\"running-steps\"\u003e🏃 Running Steps:\u003c/h2\u003e\nThe release version, has some included bat files.\u003cbr\u003e\nYou can use these to run the default config, with the test_mods_all arg, or use it as a base and edit it.\nThere is also a version to run it headless (windowless).\n\nThe program itself, supports various command line parameters.\nHere are some examples of how you would use it.\n\n```\nunreal_auto_mod.exe -h\n```\n\n```\nunreal_auto_mod.exe command -h\n```\n\n```\nunreal_auto_mod.exe test_mods_all --settings_json_path \u003csettings_json_path\u003e\n```\n\n```\nunreal_auto_mod.exe settings.json test_mods --settings_json_path \u003csettings_json_path\u003e --mod_names [\u003cmod_name\u003e ...]\n```\n\n\u003ch2\u003e💻 References\u003c/h2\u003e\n\n* [Faq](https://github.com/Mythical-Github/UnrealAutoMod/blob/main/docs/faq.md)\n* [Enums Reference](https://github.com/Mythical-Github/UnrealAutoMod/blob/main/docs/enums.md)\n* [Settings Json Reference](https://github.com/Mythical-Github/UnrealAutoMod/blob/main/docs/settings_json.md)\n* [Youtube Example Setup Reference](https://www.youtube.com/watch?v=6MUkUFhumo8)\n\n\u003ch2\u003e💻 Built with\u003c/h2\u003e\n\n* Python\n\n\u003ch2\u003e🛡️ License:\u003c/h2\u003e\n\n[![license](https://www.gnu.org/graphics/gplv3-with-text-136x68.png)](LICENSE)\n","project_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2FMythical-Github%2Funreal_auto_mod","html_url":"https://awesome.ecosyste.ms/projects/github.com%2FMythical-Github%2Funreal_auto_mod","lists_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2FMythical-Github%2Funreal_auto_mod/lists"}