Hogwarts Legacy is an ARPG video game developed by Avalanche Software and published by Warner Bros. Games. It was released on 10 February 2023 for PlayStation 5, Nintendo Switch, PlayStation 4, Xbox Series X and Series S, Xbox One, and Microsoft Windows.
This guide will walk you through building the steps to load Narknon's Custom Uproject/Engine in a little extra detail.
For help and support, please join us on the discord at https://discord.gg/hogwartslegacymods
WARNING: Skip rebuild steps at end of guide unless necessary
Install both of these with default settings:
Download "GitHubDesktopSetup-x64.exe" from https://desktop.github.com/ for GitHub
Download "Git-2.40.0-64-bit.exe" from https://git-scm.com/downloads for Git
TIP: Be sure to include any options relating to adding GIT as an environmental variable/path
Run "VisualStudioSetup.exe" from https://visualstudio.microsoft.com/downloads/
TIP: The Phoenix Project was built on .NET 4.5 while Visual Studio 2022 uses .NET 4.8 and will be incompatible initially
Install the Game development with C++ package
Make sure to include Unreal Engine Installer and atleast one Windows 10 SDK
Select Install to proceed
TIP: Please note this will download and install approximately 11.45 GB and may take some time
Please look for "All installations are up to date" to confirm Visual Studio is installed
TIP: Since the Phoenix Project was built on .NET 4.5 it is required to install Visual Studio 2019 for the .NET Access
Install the Game development with C++ package
Make sure to include Unreal Engine Installer and the indicated Windows 10 SDK
Select Install to proceed
TIP: Please note this will download and install approximately 10.12 GB and may take some time
Please look for "All installations are up to date" to confirm Visual Studio is installed
Run "sdksetup.exe" from https://go.microsoft.com/fwlink/p/?LinkId=226658
Select Next to proceed
Select Accept to continue
Make sure to check ".NET Framework 4.5" and select Install to continue
Select Close to finish
In order to access the Custom Unreal Engine please join at https://www.unrealengine.com/en-US/ue-on-github
You can access you Connection under Accounts at https://www.unrealengine.com/account/connections?lang=en-US
Select Connect to proceed
In your email, confirm access with the verification code
In your email, select Join @EpicGames to gain access to the Custom UnrealEngine Repo
Verify you don't get a 404 error when going to https://github.com/narknon/UnrealEngine-CEEnd/tree/4.27-chaos
TIP: If you have a 404 error then you haven't finish joining EpicGames and GitHub Connection
Create a folder close to root as possible for your Custom UnrealEngine
In this example we created it on our E Drive
Right click in the folder and select "Open PowerShell window here"
In Powershell run this command as seen below:
git clone --branch 4.27-chaos --single-branch https://github.com/narknon/UnrealEngine-CEEnd.git
When the Powershell window shows PS \> as seen below then the command is finished
In this example we renamed our Custom UnrealEngine folder from "UnrealEngine-CEEnd" to "UE4HL"
Run "Setup.bat" and when prompted select Y to overwite changes
If you get an error saying something like the image below go to this link https://github.com/EpicGames/UnrealEngine/releases/tag/4.27.2-release and download the Commit.gitdeps.xml file and replace with the old one. You can find the old file in the Engine folder then Build folder.
After the prerequisites install then the window will close
Go to .\Engine\Binaries\Win64
and run this file: UnrealVersionSelector-Win64-Shipping.exe
Select "Yes" to register this version
Select OK to proceed
Create a folder close to root as possible for your Custom PhoenixProject
In this example we created it on our E Drive
Right click in the folder and select "Open PowerShell window here"
In Powershell run this command as seen below:
git clone https://github.com/narknon/PhoenixUProj.git
When the Powershell window shows PS \> as seen below then the command is finished
Right click the uProject and select "Switch Unreal Engine version"
Select the Source build with the same folder as your Custom UnrealEngine and click Switch
The SLN file should now be created
Double click the SLN to open the project
If the SLN is not created then right click the uProject and select "Generate Visual Studio project files"
You should see the SLN file now in the same folder
Select "Add an Existing Repository" as seen below
Select "Choose" to proceed
Select the folder for your Custom PhoenixProject downloaded with Git
Select "Add repository" to proceed
Select "Add existing repository" under the Add option.
Select "Choose" to proceed
Select the folder for your Custom UnrealEngine downloaded with Git
Select "Add repository" to proceed
Wait for the Fetch to complete
Your folders will look something like this.
Custom PhoenixProject will be about 351 MB in size
Custom UnrealEngine 4 will be about 74.8 GB in size
Select "Allow access" if prompted
Edit the phoenix.uproject file in Notepad and set the UnrealPSKPSA to false:
DO NOT UNDER ANY CIRCUMSTANCES ATTEMPT TO BUILD OR REBUILD THE ENGINE OR THE PROJECT!
Attempting to build or rebuild any part of the installation will almost certainly break it in a way that can't be fixed. You will have to start the installation again from scratch! If you encounter any errors DO NOT REBUILD! Instead:
Now you can open the uProject.
TIP: It may take some time for it to load completely on the first time
If you get an error that reads, "The following modules are missing or built with a different engine version: UnrealPSKPSA", go to the section above entitled “Fix to Open uProject without the Rebuild” and do that.
Go to Settings > Project Settings
:
Select Packaging
on the left sidebar:
Make sure to check these options before closing the window:
Go to Edit > Editor Preferences
:
Select Experimental
on the left sidebar
Tick Allow ChunkID Assignments
:
Select Shipping
option under File > Package Project > Build Configuration
:
You're almost there, but there are lots of assets and shaders that haven't yet been compiled. You may was well get that done too since it can take a good 45 minutes.
Simply do this: File > Package Project > Windows (64 bit)
:
You will be asked to specify an output folder. This can be anywhere, so choose wherever you want.
A message will appear in the bottom right:
If you open the Output Log
you will see thousands of warnings while the empty project cooks. This is normal. When it completes you'll hopefully see BUILD SUCCESSFUL
:
But you may get one of the following errors:
BinkMediaPlayerSDK\lib\BinkUnrealWin64.lib was not resolvable
: That's because the lib
directory is in the wrong place. Go to UE4HL\Engine\Plugins\Media\BinkMedia\Source
and copy the whole lib
folder from SDK
to BinkMediaPlayerSDK
.The default physical material for destruction DefaultDestructiblePhysicalMaterial was not found.
: You need to get the missing file from here , rename it to DefaultDestructiblePhysicalMaterial.uasset
(note the uppercase letters) and put it in UE4HL\Engine\Content\EngineMaterials\
Once you've corrected those errors try to cook again. Hopefully it will succeed this time!
You are now ready to begin your Project
Feel free to continue with these guides to get started
Name | Description |
Blueprint Example 101 - Hello World | This guide provides a detailed walk-through of how to use Narknon's Custom uProject to create a blueprint mod to display "Hello World" on the screen during the game. This is the first in a series of blueprint mod guides. Links to the others should appear in a panel on the left of the screen. Hit the “Browse” button if not. Beginners should start with #101 and read them in order. |
Custom Project Splash/Boot Screen | This guide will walk you through updating your splash screen to a custom one. It was produced before the Custom Engine was created so is only really of historic interest. |
Blueprint Example with Ue4SS and Apparate Support | This guide walks you through creating a mod using the standard UE4.27 Engine. Very few types of mod can be built this way. (Face mods are one of the few examples that can.) |
If you're an expert in building custom unreal engines, and would like to have a go (despite the fact that you will probably break your installation and have to start again from scratch) you will find some notes on how to proceed here.