Example library¶
Use the smallest example that matches the problem. Examples are references, not files installed by the public runtime.
Override vanilla data¶
Cape stat overrides¶
The Capes examples patch existing rows in DT_WearableEquipment. They are a
good reference for small, independent /raw overrides.
Use this pattern when the row already exists and only a few fields change.
Patch an existing Blueprint or widget¶
Character-creation labels¶
Fixed Menu changes labels on the existing character-creation widget.
It demonstrates a focused /blueprints patch without creating a new
Blueprint class.
Live widget behavior¶
Restore Appearance
shows $RuntimeWidget changing live CommonUI widget state and binding an
existing button event to an existing native menu function.
Character customization¶
Current direct authoring¶
Registry-patch v1 form¶
Unlock Vanilla Beards registry-patch sample shows the older transaction envelope used by MoreHair.
The sample is intentionally short. The original mod repeats the same merge operation for the remaining beard rows.
Use the direct DA_ form for new work unless the registry-patch transaction
model is specifically needed.
Multi-loader quest and event flow¶
Great Tree¶
The Great Tree sample shows several loaders working as one feature:
/assetscreates quest items and currency./spawnsdefines event-only enemies./eventsarranges the encounter waves./queststies kill and collect objectives to that encounter./rawadds boss loot./vendorsspends the custom currency./npcexposes a world object linked to lore.
Files:
- Items
- Quest
- Tribe trial event
- Event-only spawn templates
- Boss loot
- Crag vendor
- Great Tree world object
This is a better starting point for a connected feature than treating each loader in isolation.
Building clones¶
The first example covers a new building or prop. The station example shows cost replacement, accepted fuel changes, fuel slots, processing speed, and automatic-start behavior.
Recipe unlock items¶
Dawnveil recipe unlocker clones an existing consumable and assigns recipes for it to unlock. Recipe names may point to a RuneSchema recipe ID or a compatible cooked recipe path.
Crafting and processing placement¶
- Use
Categoryfor a named crafting or merchant category. - Use
Array: "Recipes"for a timed processing station. - Use an exact
DataTablepath for a custom cooked station table. - Reference an
/assetsclone by its RuneSchema object path. RuneSchema checks that the clone is fully registered before accepting a timed output.
See Create stations and recipes for working placement shapes. For projects that combine cooked Unreal content with RuneSchema registration, see Create new PAK content.
Integrated RSv16 test mod¶
examples/RSv16/ExampleMods/RuneSchema2VendorTest/ remains the broad
integration example.
Useful entry points:
- Cow Trader NPC
- Granite Armory vendor
- Granite dialogue
- Granite Goblin Patrol quest
- Mortimer encounter
- Mortimer zombie spawns
Diagnostics¶
examples/RSv16/DiagnosticPresets/ and examples/RSv16/TraceProfiles/
contain targeted diagnostics for equipment, vendors, weather, effects, and
utility magic.