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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:

  1. /assets creates quest items and currency.
  2. /spawns defines event-only enemies.
  3. /events arranges the encounter waves.
  4. /quests ties kill and collect objectives to that encounter.
  5. /raw adds boss loot.
  6. /vendors spends the custom currency.
  7. /npc exposes a world object linked to lore.

Files:

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 Category for a named crafting or merchant category.
  • Use Array: "Recipes" for a timed processing station.
  • Use an exact DataTable path for a custom cooked station table.
  • Reference an /assets clone 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:

Diagnostics

examples/RSv16/DiagnosticPresets/ and examples/RSv16/TraceProfiles/ contain targeted diagnostics for equipment, vendors, weather, effects, and utility magic.