Add Prop

Open the folder Items
Content > PropHunt > Blueprints > Items

find_bp_master.webp

Right-click on BP_MasterProp Select Create Child Blueprint Class

create_child_actor.webp

Change Static Mesh to your own mesh

change_static_mesh.webp


Add Map

Open the datatable D_Maps
Content > PropHunt > Blueprints > Datatables

find_datatables.webp

Add a new row from the top of the window

add_map_row.webp

Fill in each row and make sure to save from the top left of the window

fill_map_row.webp

You can add as many maps as you want

MapServerTravel must match the level name in the content browser

content_browser.webp


Add Music

Import your music file into the project

import_audio.webp

Open your new audio file Find the category called
Sound and change the class to Music

change_class.webp

Select the correct class for your audio file
I imported a music file, so I selected the sound class SC_Music

Drag and drop your audio from the content browser into the level

world_audio.webp


New Enhanced Input

Open the InputActions folder
Content > PropHuntLite > Input > InputActions

find_input_actions.webp

Create a new Action Input by right-clicking in an empty area of the content browser

create_input_actor.webp

Rename the input action to AI_Test and leave all options as default

Open the InputActionsMappingContexts folder
Content > CompletePropHunt > Input > InputActionsMappingContexts

find_input_mappings.webp

Add your new keybind to IMC_Actions by clicking the icon next to the Mappings text to add a new input

add_action_mappings.webp

Player Mappable will determine if players can rebind the key
Name is for the engine only
Display name is the text shown in the keybinds

input_mappings_settings.webp

You can place your new keybind in your character or inside the player controller

player_controller.webp


Steam Integration

Locate your project's DefaultEngine.ini file
By default, your file path should look something like this

file_patch.webp

Copy and paste these lines into your DefaultEngine.ini

[/Script/Engine.GameEngine]
+NetDriverDefinitions=(DefName="GameNetDriver",DriverClassName="OnlineSubsystemSteam.SteamNetDriver",DriverClassNameFallback="OnlineSubsystemUtils.IpNetDriver")

[OnlineSubsystem]
DefaultPlatformService=Steam

[OnlineSubsystemSteam]
bEnabled=true
SteamDevAppId=480

; If using Sessions
; bInitServerOnClient=true

[/Script/OnlineSubsystemSteam.SteamNetDriver]
NetConnectionClassName="OnlineSubsystemSteam.SteamNetConnection"

Installing Advanced Sessions

Download the Advanced Sessions plugin from vreue4.com - Advanced Sessions Library
Create a new folder called Plugins in your project folder

create_plugins_folder.webp

Drag and drop both files you just downloaded into the Plugins folder

folders_in_plugins_folder.webp

Testing Steam

Open your project and verify that the plugins have been successfully installed

plugins_enabled.webp

Launch the game as a Standalone Game to test if Steam works correctly

standalone_game.webp


Steam Sessions

Ensure that Advanced Sessions is installed first

Find the widget WBP_CreateGame
Content > PropHunt > Widgets > WBP_CreateGame

find_wbp_create_game.webp

Find the blueprint node Create Session

create_session.webp

Replace the Create Session node with the Create Advanced Session node and reconnect all lines to the new blueprint node

create_advanced_session.webp


Find Steam Sessions

Ensure that Advanced Sessions is installed first

Find the widget WBP_Matches
Content > PropHunt > Widgets > WBP_Matches

find_wbp_matches.webp

Find the Find Sessions blueprint node

find_sessions.webp

Replace Find Sessions with Find Sessions Advanced and reconnect the lines

find_advanced_session.webp


Character Colors

Open the datatable D_Character
Content > PropHunt > Blueprints > Datatables

find_datatables.webp

Add a new row from the top of the window

add_character_row.webp

Fill in each row and make sure to save from the top left of the window

fill_character_row.webp

You can add as many rows and characters as you want