Mod Loader Download: UnrealModLoader by RussellJerome.
Since this is new and the first question people ask: "What's a mod loader?"
I would like to answer it before we begin:
Traditionally we had to pack uassets so it will override original game files, but using the mod loader, allows us to use custom blueprints that are injected at runtime, giving us much more control without overriding game files.
Note: UE4 experience is required, the more the better. (if you want to create serious, advanced, cool mods)
Guide Table of Content:
- GR Mod Loader
The mod loader has profiles for specific games, including Ghostrunner. When you launch it and then the game, it will detect it automatically and insert a new folder LogicMods in %YourSteamGames%/Ghostrunner/Ghostrunner/Content/Paks.
This is where you place the packed mods into.
- Create a folder hierarchy
Mods/<ModName>. - Create a Blueprint-Actor and name it
ModActor.
- Open the Blueprint's EventGraph.
- Create two custom functions. (right click and look for "add custom event")
- Name them
PostBeginPlayandPreBeginPlay.
For this example I will display a simple UI Widget, to do so:
- Create a WidgetBlueprint (Right click, User interface > Widget Blueprint).
- Name it as you wish, I named it
SimpleWidget.
Open it, place a simple text, change text, save, and close it.
Go back to ModActor, add Create Widget node and pick the widget we've created.
Add Add to Viewport node and connect as shown
Packing is similar to the usual method, with slight difference:
You omit the _P and use a path like this: FirstMod/Ghostrunner/Content/Mods/FirstMod
(I called the mod FirstMod, replace FirstMod with the name you used for yours)
Place the PAK file inside the LogicMods folder inside the usual Paks folder.
IMPORTANT CHANGE SINCE NEW PATCH
There is now an extra step that you need to perform.
- Copy
%YourSteamGames%\Ghostrunner\Ghostrunner\Content\Paks\Ghostrunner-WindowsNoEditor.sig - Paste it in LogicMods
- Rename it to the same name as your mod, but keep the
.sigextension, in this case FirstMod.sig - Do this for every mod you create!
- Run
UnrealEngineModLauncher.exe(IF by the last step the mod did not work, try running this as Administrator). - Should say "Waiting for Game Window..."
- Launch the game, you will see a lot of info showing up.
- Look for
Successfully Loaded <Modname>- if everything is loaded properly.
Will teleport the player 1000 units upwards when pressed F1.
Spawning Blueprints - Enemies (can spawn any BP)
Create an empty Blueprint-Character and name it BP_EnemyShooterUzi in Content/ArtificialIntelligence/Characters/.
By doing this, we're creating a fake game reference, only the name and its folder is important, the game will do the rest.
You can create much more fake blueprints/references by looking at the exported raw files or through UModel. (including models)
ModActor: EventGraph
Feel free to explore and create awesome mods.
If you're not experienced enough with UnrealEngine, I will suggest learning it so you will be able to create your own additional blueprints, behaviors, events, actors and link them all together.
If you are an expert in unreal - well... I expect amazing mods from you!








