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Cross-Project DLC (Pak) Loading | Unreal Engine 5 Advanced Tutorials
Learn how to build DLCs (UE paks) like Steam or Android downloadable content in Unreal Engine 5.
31 Aug 2024Cyrus 3651 min read
Unreal EngineDLCPak FilesAdvanced
Learn how to build DLCs (UE paks) like Steam or Android downloadable content.
Building the Plugin as DLC
powershell
.\RunUAT.bat BuildPlugin -plugin="C:\XXXXXXXXXXXXX.uplugin" -package="C:\XXXXXXXX"Example: .\RunUAT.bat BuildPlugin -plugin="D:\_Cyrus\2_Plugin_Original\CustomSketchfab\Sketchfab.uplugin" -package="D:\_Cyrus\2_Plugin_New\CustomSketchfab"
Loading DLC at Runtime (C++ Code)
C++
/**
* 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);C++
{
// Try to mount(Load) the pak file, by input the absolute path of the pak file
if (UC3_KBP_Paks_FL::MountAndRegisterPak(InPakFilename))
{
UE_LOG(LogTemp, Warning, TEXT("DLC Mounted Successfully!"));
return true;
}
return false;
}