Local Cooking / Building

The following page describes how to build / locally cook your client mod

Preparation

Before starting a local cooking process, confirm that you have directory for your mod at. If it is missing, create a new directory:

HogwartsLegacyCreatorKit\WindowsNoEditor\Phoenix\Mods\{ModName}

Creating the .pak file(s)

Open a terminal and navigate to your HogwartsLegacyCreatorKit\Engine\Binaries\DotNET installation directory. In it you should find an AutomationTool.exe executeable, that needs to be called with several arguments:

.\AutomationTool.exe packageugc -Project="PATH TO Phoenix.uproject" -PluginPath="PATH TO MOD.uplugin" -CookLocal="true" -Version="PhoenixGameUGC_v1" -BasedOnReleaseVersion="PhoenixGameUGC_v1"

Change the Project and PluginPath values according to your environment and run the command.

Grab a coffee , this may take a while.

The final output can be found in

HogwartsLegacyCreatorKit\PhoenixGame\Mods\{ModName}\Saved\StagedBuilds\WindowsNoEditor\Phoenix\Mods\{ModName}\Content\Paks\WindowsNoEditor

You can copy the contents of the folder into your Hogwarp/Mods folder.

Reducing the .pak file size

By default, the cooked mod includes some additional DevelopmentAssetRegistry binary which increase the output file by several megabytes but is not needed. You can manually unpak the file and repack without the binary.

You can use the following Batch file (credits to Toe Knee) and provide the .pak file (e.g. via Drag & Drop). This will remove the unnecessary binary and reduce the file size.

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