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44 changes: 42 additions & 2 deletions docs/source/customization/make_your_own_pak.rst
Original file line number Diff line number Diff line change
Expand Up @@ -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 <https://dev.epicgames.com/documentation/en-us/unreal-engine/linux-development-requirements-for-unreal-engine?application_version=5.3#cross-compiletoolchain>`_.

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)
<https://github.com/SimWorld-AI/SimWorld/issues/80#issuecomment-3905109317>`_,
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
-----------------------------

Expand Down Expand Up @@ -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
Expand All @@ -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.
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.