creatorkit_ruben
๐จ Migration Stepsโ
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Extract Creator Kit to a folder of your choice.
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Extract QA_HoldingCells and open the
.uprojectfile with the marketplace engine. -
Right-click the folder with your assets โ Migrate.

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In the migration window, make sure only your asset folder is selected โ click OK.

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Navigate to your Creator Kit Lite > Content folder โ click Select Folder.

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Open Creator Kit Liteโs
.uprojectfile. Your QA_HoldingCells folder should now appear in the Content Browser.

๐ฆ Generating the Packageโ
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Go to Content > Pakmaster.
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Right-click
WUT_CreatePAKโ Run Editor Utility Widget.
- Fill in the configuration:
- Name โ must match the folder name (no spaces or symbols)
- Path โ select the
QA_HoldingCellsfolder - Type โ Map
- Scene Path โ choose a map inside
QA_HoldingCells/Maps(e.g.QA_Holding_Cells_A)
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Click Generate and wait. Processing time ranges from a few minutes to over an hour depending on map size. Progress will appear in the notification area.

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When finished, check the output in:
CreatorKit/Paks/Map/{package-name}This folder contains Editor, Client, and Server files.

๐ Testing the Package
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Launch a packaged build of the game (e.g. from Steam).
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Click Create World (top right).

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Once loaded, press N (Build Mode) โ File > Load Package.

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Select
configFile.jsonfrom your generated package:CreatorKit/Paks/Map/QA_HoldingCells/configFile.json
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Your assets should now appear, ready to drag into the World.

โ Preparing for Publishing
The "Testing Package" step is only for testing that your package functions properly inside HELIX.
To actually publish a world that uses your newly created package, you must:
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Publish your package to the Vault using the Creator Hub.
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Once published, create or edit your world project.
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Add the published Vault package as a dependency to your world.


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Only then can you publish your world, ensuring players can access the required package.
๐ ๏ธ Editing Maps in Build Mode
- To edit a packaged map in-game:
- Select the level reference in the Outliner.
- Click Deference Level in the Properties Panel.
- Save it as a Dynamic Map.
๐บ๏ธ Creating Map + Addon Packagesโ
You can split assets into two packs:
- Addon (assets)
- Map (uses those assets)
Steps:
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Create a new folder
Map_QA_HoldingCells.
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Move your map file there โ Update Redirectors.


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Package the Map first (type = Map).

- Map package will be small (just references).
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Then package the Addon (type = Asset Pack).

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Upload Addon first to Creator Hub, then upload Map and mark the Addon as its dependency.

