Is there a standard way of detecting a tuning pack from a script? I'm thinking about creating a dummy entity with the mod's name in a standard place in the tree, and then using EBP_Exists in the script to detect it. However, if there's already a conventional way of doing it I would rather conform to the convention.
Detecting mods from scripts
15 Apr 2015, 22:27 PM
#1
Posts: 139
16 Apr 2015, 13:35 PM
#2
Posts: 756 | Subs: 8
I don't believe there are any SCAR functions for this, but you wouldn't need your mod's name in the EBP, since the mod's GUID is prepended to every blueprint (GUID:blueprint).
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