diff --git a/docs/source/customization/make_your_own_pak.rst b/docs/source/customization/make_your_own_pak.rst index 854604ac..a598be2d 100644 --- a/docs/source/customization/make_your_own_pak.rst +++ b/docs/source/customization/make_your_own_pak.rst @@ -8,6 +8,46 @@ You can create your own .pak files to extend the environment or agent library of - We use Windows for this tutorial, but the steps are similar for Linux. - If you are on Windows, you can use cross-compiling to build pak files for Linux by referring to this document: `Unreal Engine Linux Cross-Compilation `_. +Runtime plugin compatibility +---------------------------- + +Before preparing assets, check that the SimWorld executable includes the +runtime modules they require. A content ``.pak`` extends the assets available +to the running executable; it does not enable or compile missing native +runtime modules. Enabling a plugin in your asset-authoring project alone +does not enable it in the official SimWorld executable. + +In the `maintainer response to issue #80 (February 15, 2026) +`_, +the following support was confirmed for the official build discussed there: + +.. list-table:: Reported runtime support + :header-rows: 1 + :widths: 45 55 + + * - System + - Status + * - Control Rig / Full Body IK / IK Rig + - Enabled, confirmed by the maintainer + * - Chaos Cloth + - Enabled, confirmed by the maintainer + * - ML Deformer + - Not confirmed in that response + * - Physical Animation + - Not confirmed in that response; Chaos Cloth support alone does not + confirm support for this separate feature + +This is a dated confirmation, not an exhaustive plugin manifest for every +release. For a system not confirmed above, ask the maintainers about the +specific plugin and SimWorld package version before relying on it. Include +the required plugin names when requesting support in a future build. +If a required runtime module is absent, a SimWorld executable built with +that module is needed; repackaging only the content will not add it. + +Once the runtime requirements are met, follow the matching Unreal Engine +version and packaging steps below. Test the resulting assets in the target +SimWorld package, including their animation and interaction behavior. + 1. Download the Unreal Editor ----------------------------- @@ -79,7 +119,7 @@ Open the created Data Asset and set the ``ChunkID``. Enable all options under `` .. important:: - The ``ChunkID`` should be unique and not conflict with existing chunks in SimWorld. You can refer to the :doc:`additional_environments` to avoid conflicts. + The ``ChunkID`` should be unique and not conflict with existing chunks in SimWorld. You can refer to the :doc:`../getting_started/additional_environments` to avoid conflicts. 6. Build the Pak File @@ -97,4 +137,4 @@ Finally, package the project by navigating to ``Platforms > Windows > Package Pr 7. Use the Pak File in SimWorld ------------------------------- -Copy the generated ``.pak`` file to the ``SimWorld/Content/Paks`` directory of your SimWorld installation. You can now load the new environment or assets in SimWorld by specifying the corresponding Map URI or asset path. Refer to the :doc:`additional_environments` for loading instructions. \ No newline at end of file +Copy the generated ``.pak`` file to the ``SimWorld/Content/Paks`` directory of your SimWorld installation. You can now load the new environment or assets in SimWorld by specifying the corresponding Map URI or asset path. Refer to the :doc:`../getting_started/additional_environments` for loading instructions.