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aegis-ue5-modkit

UE5 mod workflow for game-specific Dev Kits with broken UAT (e.g. Funcom Conan Exiles Enhanced UE5).

Headless 100% — Python + Unreal Editor Remote Exec + UnrealPak. No GUI required for the build/publish loop, only for visual asset wiring.

Why this exists

Funcom's Conan Exiles Enhanced UE5 Dev Kit (mayo 2026 build) ships in installed-build mode, which means:

  1. Standard RunUAT BuildPlugin is blocked — precompiled UE5Rules.dll / UE5ProgramRules.dll aren't shipped.
  2. RunUAT BuildMod (the Dev Kit's custom command) fails with "Found no script module records" — UAT scans for a ScriptModules manifest and deletes its own deps.json as 'invalid record' before BuildMod can run.

We shipped AEGIS-Admin (Workshop item 3724162370) via a UAT-bypass workflow. This repo packages that workflow + the Python tools into something reusable.

Architecture

flowchart LR
    subgraph Inputs["📝 Inputs"]
        BRIEF[brief.json<br/>metadata + recipe]
        PNG[preview.png<br/>1024×512]
    end

    subgraph DevKit["🛠 Dev Kit Machine (Windows)"]
        EDITOR[UnrealEditor-Cmd.exe<br/>headless · port 6766]
        SCAFFOLD[tools/aegis_admin_full.py<br/>BPFL · Widget · Actor BP]
        WIRE{GUI wire one-time?<br/>BP node graphs}
        COOK[Cook .uasset<br/>WindowsNoEditor]
        UNREALPAK[UnrealPak.exe<br/>-Create=response.txt<br/>-compressZlib]
    end

    subgraph Publish["📦 Publish"]
        PAK[.pak artefact<br/>~10-50 KB]
        VDF[workshop_item.vdf<br/>local-only · gitignored]
        STEAMCMD[SteamCMD<br/>+workshop_build_item]
        WORKSHOP[(Steam Workshop<br/>publishedfileid)]
    end

    subgraph Bridge["🔌 Optional · UnrealClaudeMCP bridge"]
        MCP[execute_unreal_python +<br/>compile_mod_pak_direct<br/>PR #102]
    end

    BRIEF --> SCAFFOLD
    SCAFFOLD --> EDITOR
    EDITOR --> WIRE
    WIRE -->|first ship| COOK
    WIRE -->|already wired| COOK
    COOK --> UNREALPAK
    UNREALPAK --> PAK
    PAK --> VDF
    PNG --> VDF
    VDF --> STEAMCMD
    STEAMCMD --> WORKSHOP

    MCP -.alternative path.-> SCAFFOLD
    MCP -.alternative path.-> UNREALPAK

    style WORKSHOP fill:#1b2838,color:#fff
    style MCP fill:#0d1117,color:#79c0ff,stroke:#1f6feb
    style PAK fill:#e0f2fe,color:#075985
Loading

The contribution to the broader UE5 modding world is step UnrealPak.exe -Create=response.txtbypass RunUAT entirely. Exposed as the compile_mod_pak_direct synthetic tool in NAJEMWEHBE/UnrealClaudeMCP. Use it on any Dev Kit where RunUAT BuildMod is broken (Funcom Conan Exiles Enhanced UE5, similar installed-build setups).

Quickstart

Pre-requisites:

  • Conan Exiles Enhanced UE5 Dev Kit installed on Windows (<DevKit>/UE_5.6/)
  • Python 3.11+ available inside the Dev Kit's UnrealEditor-Cmd.exe
  • SteamCMD installed and logged into your Steam Workshop account (Steam Guard cached)
# Set required env vars (one-time on your Dev Kit machine):
$env:CONAN_DEVKIT_CONTENT = "C:\Path\To\DevKit\ConanSandbox\Content"
$env:AEGIS_MOD_BRIEF = "C:\Path\To\Repo\mods\aegis-admin\brief.json"

# Cook the asset shells via Unreal Python API:
& "$env:CONAN_DEVKIT_CONTENT\..\..\Engine\Binaries\Win64\UnrealEditor-Cmd.exe" `
    "$env:CONAN_DEVKIT_CONTENT\..\ConanSandbox.uproject" `
    -run=pythonscript -script=tools/aegis_admin_full.py `
    -nullrhi -unattended -nopopup -stdout

# Pack into .pak via UnrealPak (replace paths):
& "$env:CONAN_DEVKIT_CONTENT\..\..\Engine\Binaries\Win64\UnrealPak.exe" `
    "C:\Builds\AEGIS_Admin.pak" `
    -Create=response.txt -compressZlib

Repo layout

mods/
  aegis-admin/
    brief.json           # mod metadata (name, recipe, asset list)
    preview.png          # Workshop preview image (1024x512)
tools/
  aegis_admin_full.py    # main scaffolder (BPFL + Widget + Actor BP)
  create_aegis_admin.py  # variant scaffolder
  create_mod.py          # generic mod creator
docs/
  security/              # security audit reports (transparency)

What's NOT included

  • .pak binaries (build locally — they go to Steam Workshop, not git)
  • workshop_item.vdf (contains Windows absolute paths specific to your Dev Kit install)
  • Compiled .uasset files (cook them via the scaffolders)
  • Credentials, Steam tokens, API keys (never)

workshop_item.vdf is .gitignored for a reason — see Security.

Security

This repo follows a 3-layer pre-publish audit policy:

  1. gitleaks — regex + entropy scan on every change
  2. /security-review (Claude Code skill) — contextual IA review on diffs
  3. subagent reforzado — deep audit per destination threat model

Full audit reports live under docs/security/. The initial AEGIS-Admin audit (docs/security/audit-2026-05-11-aegis-admin.md) documents the CRITICAL path-traversal fix and the Windows-path scrub applied before this repo went public.

GitHub Action anthropics/claude-code-security-review runs on every PR — see .github/workflows/security-review.yml.

If you find a vulnerability, please open a private security advisory instead of an issue.

Credits

  • UnrealClaudeMCP — the bridge that makes headless Unreal Python automation possible. By @NAJEMWEHBE. Used here under MIT.
  • compile_mod_pak_direct synthetic tool — contributed upstream by @daveCode-dot in PR #102 following the AEGIS-Admin workflow.

License

MIT — see LICENSE.

About

Headless UE5 mod pipeline for Dev Kits with broken UAT (Funcom Conan Exiles Enhanced) — Python + Unreal Editor Remote Exec + UnrealPak bypass

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