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.