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Merge pull request #92 from Squad-Wiki/dev
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Update documentation to v7.0
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Shanomac99 committed Dec 22, 2023
2 parents a394124 + 3e627c3 commit 46d91d5
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54 changes: 24 additions & 30 deletions doc/installation.md
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**! ! ! WARNING ! ! ! THIS IS OUT OF DATE AND NEEDS A REWRITE!!**

**If you are needing a completed output please ask `werewolfboy13#0666` for a completed `raw.txt` in the squad wiki discord.**

**A rewrite is planned for the new workflow.**

# Pipeline Installation

The entire pipeline is run on your **local PC**. It consists of two main parts:

1. Adding the **Unreal Engine Blueprints**, **Data Table**, and **Data Structure** to the [Squad SDK](https://squad.gamepedia.com/Squad_SDK) for exporting the game data.
1. Adding the **Unreal Engine Blueprints**, **Data Table**, and **Data Structure** to the [Squad SDK](https://squad.gamepedia.com/Squad_SDK) for exporting the game data.
2. Different **JavaScripts** for converting and uploading the exported game data to the wiki.

### Installing Blueprint MapGrabAssets.uasset

The latest version of the [Squad SDK](https://squad.gamepedia.com/Squad_SDK) is required. You will find instructions on how to install the Squad SDK [here](https://squad.gamepedia.com/Squad_SDK#Downloading_the_Epic_Games_Launcher).


1. Create a new folder in `/SquadEditor/Squad/Content/` named `Wiki`.

2. Place the *LightingLayers.uasset*, *LightingLayersStructure.uasset*, and *MapGrabAsset4_0.uasset* within the wiki folder.
2. Place the _LightingLayers.uasset_, _LightingLayersStructure.uasset_, and _MapGrabAsset4_0.uasset_ within the wiki folder.

3. Open the Squad SDK.

Expand All @@ -38,63 +31,64 @@ The latest version of the [Squad SDK](https://squad.gamepedia.com/Squad_SDK) is

![Asset Configure](/doc/images/sdk/sdk_new_primary_asset.png)

8. Open up the `Play Squad` section under **`Level Editor`**.
8. Load into any level found in the Maps folder.

9. Open up the `Play Squad` section under **`Level Editor`**.

![Play Squad](/doc/images/sdk/sdk_play_squad.png)

9. Untick the `Limit Data Loading` textbox.
10. Untick the `Limit Data Loading` textbox.

![Limit Data Loading](/doc/images/sdk/sdk_limit_data_loading_checkbox.png)

10. Close the setttings and navigate to `/Content/UI/` within the SDK and open the Blueprint called `BP_HUD`.
11. Close the setttings and navigate to `/Content/UI/` within the SDK and open the Blueprint called `BP_HUD`.

11. Click `Add Component` and search `Map Grab Asset 4 0` and click on it.
12. Click `Add Component` and search `Map Grab Asset 4 0` and click on it.

![Add Component](/doc/images/sdk/sdk_add_component.png)

12. Navigate to the `On BeginPlay` section towards the top of the blueprint and break the link from `Event BeginPlay` to the `Branch` node.
13. Navigate to the `On BeginPlay` section towards the top of the blueprint and break the link from `Event BeginPlay` to the `Branch` node.

![Break Link](/doc/images/sdk/sdk_break_all_links.png)

13. Drag the `Map Grab Assets 4 0` asset from the left bar into the blueprint.
14. Drag the `Map Grab Assets 4 0` asset from the left bar into the blueprint.

![Drag Actor](/doc/images/sdk/sdk_drag_actor.png)

14. Drag off the blue object reference and search `Grab Points` and click on the function that appears.
15. Drag off the blue object reference and search `Grab Points` and click on the function that appears.

![Create new Function](/doc/images/sdk/sdk_create_new_function.png)

15. Connect the execute nodes on the `Event BeginPlay`, `Grab Points`, and `Branch`.
16. Connect the execute nodes on the `Event BeginPlay`, `Grab Points`, and `Branch`.

![Connect Nodes](/doc/images/sdk/sdk_final_grab_points.png)

16. Naviage to the end of the comment and then create a new function `Grab Asset` and connect the execute node to the `Request Player Data` blueprint.
17. Naviage to the end of the comment and then create a new function `Grab Asset` and connect the execute node to the `Request Player Data` blueprint.

![Grab Asset](/doc/images/sdk/sdk_grab_asset_function.png)

17. Compile and save the blueprint.
18. Compile and save the blueprint.

18. Navigate to `/Content/Gameplay/Gamemodes/Destruction` and open the `BP_DestructionObjectiveArea` blueprint.
19. Navigate to `/Content/Gameplay/Gamemodes/Destruction` and open the `BP_DestructionObjectiveArea` blueprint.

19. Add the `Map Grab Assets 4 0` component to this blueprint.
20. Add the `Map Grab Assets 4 0` component to this blueprint.

20. Find the `Initilization of Objective` comment and add the `Destruction Objective Graber` function in between `Event BeginPlay` and `Switch Has Authority`
21. Find the `Initilization of Objective` comment and add the `Destruction Objective Graber` function in between `Event BeginPlay` and `Switch Has Authority`

![Objective Grabber](/doc/images/sdk/sdk_destruction_objective_grabber.png)

21. Compile and save the blueprint.
22. Compile and save the blueprint.

22. Navigate to `/Content/Gameplay/Objectives` and open the `BP_ObjectiveSpawnLocation` blueprint.
23. Navigate to `/Content/Gameplay/Objectives` and open the `BP_ObjectiveSpawnLocation` blueprint.

23. If prompted make sure to `Open Full Blueprint Editor`.
24. If prompted make sure to `Open Full Blueprint Editor`.

23. Add the `Map Grab Assets 4 0` component to this blueprint.
25. Add the `Map Grab Assets 4 0` component to this blueprint.

24. Find the `Event BeginPlay` and add the `Destruction Grabber` function there.
26. Find the `Event BeginPlay` and add the `Destruction Grabber` function there.

![Destruction Grabber](/doc/images/sdk/sdk_destruction_grabber.png)

25. Compile and save the blueprint.

27. Compile and save the blueprint.

Installation is complete at this point. See the [SDK configuration](./sdkConfiguration.md) for the next steps.
Installation is complete at this point. See the [SDK configuration](./sdkConfiguration.md) for the next steps.
5 changes: 3 additions & 2 deletions doc/sdkUsage.md
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Once [installation](/doc/installation.md) is complete the SDK data extraction will activate upon any map loading in the SDK. To extract all data you must open up the very first gameplay layer listed in the maps folder. This layer is currently Anvil AAS v1.

Once the above is completed hit `Play` to initiate the map loading, then the SDK data extraction will start. It will automatically cycle through all the maps and layers - this will take quite a long time.
Once the above is completed hit `Play` to initiate the map loading, then the SDK data extraction will start. It will automatically cycle through all the maps and layers - this will take quite a long time.

![Hit Play](/doc/images/sdk/sdk_play.png)

If the pipeline ends right away (the game spits you back out into the editor) then it most like ran into an error. Check the `error.txt` file in `Squad SDK\SquadEditor\Squad\grabAssets\debug`.

All data will output to the file `Squad SDK\SquadEditor\Squad\grabAssets\maps.json`.

Before this data can be used it's recommended to change the encoding to UTF-8. UE4 automatically exports to UTF-16BOM which has some incompatibilities.

In case you want to disable the SDK data extraction in your Squad SDK you must unlink the function node within BP_HUD.

The pipeline is smart and will resume where you left off. If your editor crashed or you paused the piepline simply load back up into the first layer and hit play. The pipeline will find the next not logged map and resume from there.

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