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HELIX is in Early Access Preview. Some features and documentation may be non-functional or out of date.

πŸ”¨ Migration Steps#

  1. Extract Creator Kit to a folder of your choice.
  2. Extract QA_HoldingCells and open the .uproject file with the marketplace engine.
  3. Right-click the folder with your assets β†’ Migrate.

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  1. In the migration window, make sure only your asset folder is selected β†’ click OK.

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  1. Navigate to your Creator Kit Lite > Content folder β†’ click Select Folder.

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  2. Open Creator Kit Lite’s .uproject file. Your QA_HoldingCells folder should now appear in the Content Browser.

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πŸ“¦ Generating the Package#

  1. Go to Content > Pakmaster.
  2. Right-click WUT_CreatePAK β†’ Run Editor Utility Widget.

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  1. Fill in the configuration:
  2. Name β†’ must match the folder name (no spaces or symbols)
  3. Path β†’ select the QA_HoldingCells folder
  4. Type β†’ Map
  5. Scene Path β†’ choose a map inside QA_HoldingCells/Maps (e.g. QA_Holding_Cells_A)
  1. Click Generate and wait. Processing time ranges from a few minutes to over an hour depending on map size. Progress will appear in the notification area.

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  2. When finished, check the output in:

    CreatorKit/Paks/Map/{package-name}
    

    This folder contains Editor, Client, and Server files.

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πŸ” Testing the Package#

  1. Launch a packaged build of the game (e.g. from Steam).
  2. Click Create World (top right).

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  3. Once loaded, press N (Build Mode) β†’ File > Load Package.

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  4. Select configFile.json from your generated package:

    CreatorKit/Paks/Map/QA_HoldingCells/configFile.json
    

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  5. Your assets should now appear, ready to drag into the World.

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βž• Preparing for Publishing#

The "Testing Package" step is only for testing that your package functions properly inside HELIX.

To actually publish a world that uses your newly created package, you must:

  1. Publish your package to the Vault using the Creator Hub.
  2. Once published, create or edit your world project.
  3. Add the published Vault package as a dependency to your world.

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  4. Only then can you publish your world, ensuring players can access the required package.

πŸ› οΈ Editing Maps in Build Mode#

  • To edit a packaged map in-game:
    • Select the level reference in the Outliner.
    • Click Deference Level in the Properties Panel.
    • Save it as a Dynamic Map.

πŸ—ΊοΈ Creating Map + Addon Packages#

You can split assets into two packs:

  • Addon (assets)
  • Map (uses those assets)

Steps:

  1. Create a new folder Map_QA_HoldingCells.

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  2. Move your map file there β†’ Update Redirectors.

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  3. Package the Map first (type = Map).

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    • Map package will be small (just references).
    • Then package the Addon (type = Asset Pack).

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  4. Upload Addon first to Creator Hub, then upload Map and mark the Addon as its dependency.

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