The entire pipeline is run on your local PC. It consists of two main parts:
- Adding the Unreal Engine Blueprints, Data Table, and Data Structure to the Squad SDK for exporting the game data.
- Different JavaScripts for converting and uploading the exported game data to the wiki.
The latest version of the Squad SDK is required. You will find instructions on how to install the Squad SDK here.
-
Create a new folder in
/SquadEditor/Squad/Content/namedWiki. -
Place the LightingLayers.uasset, LightingLayersStructure.uasset, and MapGrabAsset4_0.uasset within the wiki folder.
-
Open the Squad SDK.
-
Open up the project settings by mousing over
Editin the top left and clicking onProject Settings.
- Open Up the
Asset Managersection.
- Under
Primary Asset Types To Scanclick the plus icon.
- Set the new
Primary Asset typetoMap, theAsset Base ClasstoWorldand the directory to/Game/.
-
Load into any level found in the Maps folder.
-
Open up the
Play Squadsection underLevel Editor.
- Untick the
Limit Data Loadingtextbox.
-
Close the setttings and navigate to
/Content/UI/within the SDK and open the Blueprint calledBP_HUD. -
Click
Add Componentand searchMap Grab Asset 4 0and click on it.
- Navigate to the
On BeginPlaysection towards the top of the blueprint and break the link fromEvent BeginPlayto theBranchnode.
- Drag the
Map Grab Assets 4 0asset from the left bar into the blueprint.
- Drag off the blue object reference and search
Grab Pointsand click on the function that appears.
- Connect the execute nodes on the
Event BeginPlay,Grab Points, andBranch.
- Navigate to the end of the comment and then create a new function
Grab Assetand connect the execute node to theRequest Player Datablueprint.
-
Compile and save the blueprint.
-
Navigate to
/Content/Gameplay/Gamemodes/Destructionand open theBP_DestructionObjectiveAreablueprint. -
Add the
Map Grab Assets 4 0component to this blueprint. -
Find the
Initilization of Objectivecomment and add theDestruction Objective Grabberfunction in betweenEvent BeginPlayandSwitch Has Authority
-
Compile and save the blueprint.
-
Navigate to
/Content/Gameplay/Objectivesand open theBP_ObjectiveSpawnLocationblueprint. -
If prompted make sure to
Open Full Blueprint Editor. -
Add the
Map Grab Assets 4 0component to this blueprint. -
Find the
Event BeginPlayand add theDestruction Grabberfunction there.
- Compile and save the blueprint.
Installation is complete at this point. See the SDK configuration for the next steps.













