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Creator Kit 1.0 — first public release

The first public release of the Creator Kit. Kit size: about 153 GB (Windows shows ~143 GB).

Re-package mods made with older kits​

The kit stamps GameVersion 5. Company, music and reaction-rule data classes changed, so mods packaged with kit 0.9.x may load incorrectly. Open your mod in this kit, package it again and upload the new file. See Versioning.

  • Some game assets were removed or renamed. If your mod references one of them, the editor reports a missing reference: pick a replacement and package again.
  • Open your company config, company data asset and music data asset and check the values, especially the new fields.

Game update​

Custom campaign music​

  1. Create a Music data asset (QzMusicDataAsset). Fill in the tracks for each music type and give it a Tag under Music., for example Music.<YourMod>. Add the tag to your mod's Config\Tags\*.ini.
  2. On your company data asset, set Music Tag to the same tag.

The game finds the Music data asset in your mod by itself. With an empty or unmatched tag the campaign plays the default game music. You can also use the built-in tags Music.Default, Music.Chicago and Music.Miami.

Also​

  • Companies can set their own save-slot image.
  • Reaction rules have an override option.
  • New game-flow transitions: check the current input type, laboratory upgrade crate (unopened / opened).
  • 11 new gameplay tags.

Third-party assets (Fab / Marketplace packs) in cooked form​

  • You use them in mods as usual: place them in levels, reference them from your own assets, use their materials as parents of your Material Instances.
  • They are read-only: they cannot be opened in an asset editor, saved, renamed, duplicated, exported or re-imported. Need a changed version? Make your own asset (for example a Material Instance) and reference it.
  • Static switch parameters of a Material Instance whose parent is a cooked material have no effect.
  • Only third-party assets that the game uses are included. If packaging fails with "Uncooked Engine or Game content ... is being referenced by DLC", the referenced asset is not part of the shipped game. Use another one.
  • Migrate (Content Browser → Asset Actions) is disabled in the kit for all assets, and Export is disabled for everything except the checkpoint staff characters (see Your own model). Create the assets of a mod in the mod's content folder. To back up or move a mod, copy its QZSim\Mods\<mod> folder.
  • Project content (Blueprints, data assets, the game's own art, maps) consists of regular editable assets.

See also: Cooked content limitations.

What the kit does not contain​

Unused engine plugins, project templates and feature packs, unused parts of vendor SDKs, and the game's Shipping executable are not included. They are not needed to make or package mods; test with Play In Editor or in the game.

Engine plugins for Blueprints​

The engine plugins HTTP Blueprint and Json Blueprint Utilities are enabled, so mods may use their Blueprint nodes. Do not publish mods that use these nodes until the game update that enables them is out: older game builds cannot load such mods. A mod that talks to an external server is responsible for that server and for the player's data it sends; see Mods that contact external servers.

Editor​

  • DLSS does not show its on-screen messages in the editor and is disabled in Play In Editor viewports.
  • Known issue: some translucent effects (for example the scanner VFX) can look wrong in the kit editor because part of the content is cooked. In the game they look correct.