How to Upload a Workshop Map

How to Upload a Workshop Map

Preface


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This is a basic guide for organizing your project files and uploading your custom map into the Steam Workshop for use in Task Force. This guide assumes that you have obtained the Task Force UE4 project file and installed Unreal Engine 4.23 via the Epic Games Launcher. Here is a guide for obtaining the Task Force UE4 Project File:

https://steamcommunity.com/sharedfiles/filedetails/?id=1800695137

NOTE: This game is actively under development and this guide will evolve and change as needed. I will do my best to keep it updated, but if you notice something that is out of date, please reach out.

File Organization


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For this guide, I will be using "YourMapName" as my map's name.

This first step of this section is temporary since we are using a console command to upload. The game will automatically look for a map icon in the root of your project folder so rename YourMapName.jpg to your specific map name.

For your map to upload properly your files must be located within the correct directories. Start by opening the Task Force workshop project by double clicking on TaskForce.uproject:

Next, use the content browser to navigate to Content > Environments > Workshop and rename the "YourMapName" folder to match your map's specific name.

Then go up a level to the Content > Environments directory and right-click on the "Workshop" folder and click the "Fix Up Redirectors in Folder" option.

Next, make sure that your map (.umap) file is located within the Content > Maps > Workshop directory. If you are starting fresh, you can just rename the "YourMapName" file to your map's specific name and use that file. Your map's name should be the same as what was used within the Content > Environments > Workshop folder.

NOTE: You may need to close your level (map) within the editor before you will be able to rename it. Do so by going File > New Level to temporarily boot into an empty level.

Next make sure all of the content you've added to your map (meshes, materials, etc.) is located within the Content > Environments > Workshop > YourMapName

I have uploaded some basic blocking meshes into my YourMapName folder and blocked out a quick structure for demonstration:

Once you are done editing, close the Unreal Engine Editor! You'd be surprised how many people forget this. Do not have the project open while uploading!

Boot Task Force In Workshop Mode


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Once your map is built, your files are organized, and you're ready to upload your map; you have to launch Task Force in Workshop Mode.

To do so, first go to your Steam library and select Task Force. On your Task Force page, click the settings cog then go to "Manage" and choose "Add desktop shortcut".

Right Click on the shortcut that was just created and select properties. Then edit the URL by adding the tail "//-workshop" to the existing URL. Clock the OK button to save and close the properties window:

The shortcut will now boot Task Force in workshop mode and allow use of the "upload" command, which does not work in the normal game. This workshop mode is a special windowed-only mode that doesn't save your graphics settings, so that you can resize the window without affecting your game the next time you play.

There are no menus at this time. You will have to use the console to upload maps for now.

NOTE: While in workshop mode you can pop out of fullscreen (ALT+ENTER) or resize the window and it will not override your in-game graphics settings when going back to play the game.

Don't forget to check that you have already accepted the latest Steam Subscriber Agreement by logging in and clicking the "accept" button.

Uploading

Use your desktop shortcut to launch Task Force in workshop mode. Press the tilde (~) key to open up the console. Type the "upload" command to upload your custom map to the Steam workshop:

upload YourMapName C:\Users\whatever\Desktop\UnrealEngine-taskforce\

Updating


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Type the "upload" command with the ITEMID If you need to update your custom map on the Steam Workshop:

upload 00000000 YourMapName C:\Users\whatever\Desktop\UnrealEngine-taskforce\

You can find the ITEMID in the URL of your custom map on the Steam Workshop:

Testing Your Map


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Be sure to subscribe to your custom map after uploading. You may need to restart Steam (or you can just unsubscribe and resubscribe) to force the map to redownload after uploading an existing map.

Launch Task Force via Steam (not through the shortcut that you created):

Open the console with the tilde (~) key, type the "map" command, and hit enter:

map YourMapName map YourMapName demolition map YourMapName extraction map YourMapName respawn

This command will boot a map locally without networking (unless you are hosting a local lobby). Otherwise if you are in a server it will change the current map on your server, immediately showing a loading screen for everyone connected.

Before using the "host" or "lobby" commands to create your server you must first include your ITEMID in the required downloads list using the "serverworkshop" command:

serverworkshop +00000000 host YourMapName

Basic Troubleshooting


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SECTION NEEDS UPDATED - CHECK BACK SOON

If your map is failing to cook / upload there are some quick checks that you can do to see what's causing the errors. First, make sure that your content is organized correctly. A trick for doing this is using the Migrate Asset Action withing the Unreal Content Browser. Navigate to your .umap file (Content > Maps > Workshop) and right click on your map. Use the drop downs to navigate to Asset Actions and select Migrate.

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This will open an Asset Report that can be used to see everything that your map is referencing and it's location. Your map should only reference content within 3 folders. First is the Blueprints > Workshop folder. These are the game provided blueprints: Spawn points, bomb zones, extraction zones, ladders, etc.

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Second is your map's content folder. (Environment > Workshop > Example)

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Third is the Maps > Workshop folder where your .umap file is located.

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I find it easiest to collapse folders as you confirm the correct location. of files like this.

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Next you can do a Map Check to check your map for errors. If you see any errors, be sure to fix them before trying to upload again.

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Another way is to check for errors is to "Build" your map. This will let you know if there are any errors that need corrected as well.

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Finally, you can check your build logs. In your project folder, navigate to Saved > Logs and open your most recent log after a failed upload / cook. Open the text document and browse for Errors that cause the cook to fail. One time my builds were crashing and I couldn't figure out why. Turns out that the file names were too long and I had to rename some assets that I was using.

I'm Here To Help

If you have any questions or need help with something, please reach out. I'm not a professional developer, but I have access to them and can get answers if it's something that we cannot figure out together. My next guide will be about adding physics to your meshes so you can have things like bullet penetration and sounds (footsteps and bullet impact).

Source: https://steamcommunity.com/sharedfiles/filedetails/?id=1910915580					

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