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๐Ÿ”จ Migration Stepsโ€‹

  1. Extract Creator Kit to a folder of your choice.

  2. Extract QA_HoldingCells and open the .uproject file with the marketplace engine.

  3. Right-click the folder with your assets โ†’ Migrate.

    image (5).png

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

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

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  2. Open Creator Kit Liteโ€™s .uproject file. Your QA_HoldingCells folder should now appear in the Content Browser.

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๐Ÿ“ฆ Generating the Packageโ€‹

  1. Go to Content > Pakmaster.

  2. Right-click WUT_CreatePAK โ†’ Run Editor Utility Widget.

    image (10).png

![image (11).png](https://r2.fivemanage.com/ElKst3CCVvlhlgHiaH5IM/creatorkit2_6.png)
  1. Fill in the configuration:
  • Name โ†’ must match the folder name (no spaces or symbols)
  • Path โ†’ select the QA_HoldingCells folder
  • Type โ†’ Map
  • Scene Path โ†’ choose a map inside QA_HoldingCells/Maps (e.g. QA_Holding_Cells_A)
  1. 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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  2. When finished, check the output in:

    CreatorKit/Paks/Map/{package-name}

    This folder contains Editor, Client, and Server files.

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๐Ÿ” Testing the Package

  1. Launch a packaged build of the game (e.g. from Steam).

  2. Click Create World (top right).

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

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  4. Select configFile.json from your generated package:

    CreatorKit/Paks/Map/QA_HoldingCells/configFile.json

    image (16).png

  5. Your assets should now appear, ready to drag into the World.

    image (17).png


โž• 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:

  1. Publish your package to the Vault using the Creator Hub.

  2. Once published, create or edit your world project.

  3. Add the published Vault package as a dependency to your world.

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  4. Only then can you publish your world, ensuring players can access the required package.

๐Ÿ› ๏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.

๐Ÿ—บ๏ธ Creating Map + Addon Packagesโ€‹

You can split assets into two packs:

  • Addon (assets)
  • Map (uses those assets)

Steps:

  1. Create a new folder Map_QA_HoldingCells.

    image (26).png

  2. Move your map file there โ†’ Update Redirectors.

    image (27).png

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  3. Package the Map first (type = Map).

    image (29).png

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

    image (30).png

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

    image (32).png

    image (31).png

โœจ