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  1. #1
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    Default UDK Blank Install ::: November 2011

    This is a stripped down version of the UDK. All UT3 assets and code have been removed, only the absolute minimum required to run remains. The blank install, as provided, will NOT function properly at first; you must enter your own details in the config files before it can run. This is intended for people who already know their way around the config files, but hopefully everyone will be able to follow these instructions. I made this for myself, and I figured others might have a use for it. Yes, I am well aware something like this was made long ago, but it has been incompatible for awhile now.

    IMPORTANT: Since November 2011, when Scaleform4 support was added, CLIK assets are not included with the blank install. The file size increased too much as a result of having both AS2 and AS3 assets, so they were removed and must be taken from the official install. This means that you no longer delete the Development folder entirely, only the Src folder.

    Here is the exact process to use to avoid any errors:
    -Install a fresh copy of the official UDK that matches the same month as the blank install.
    -Within that new installation, delete the Development/Src and UDKGame folders and everything in them.
    -Copy and paste the Src and UDKGame folders from the blank install.
    -Fill out the config files with your data--open DefaultEngine.ini (for mobile open MobileEngine.ini as well) and DefaultGame.ini and use the information below to search and replace.
    -Do a full recompile using the command line command: UDK.exe make -full.
    -Start the editor with the -log argument to monitor if everything worked correctly.

    The changes you need to make are in DefaultEngine.ini and DefaultGame.ini, use search and replace on the following to make this go much faster. All of the placeholders are in caps with underscores to help differentiate from official Epic comments:

    Code:
    YOUR_MAP_NAME: the name of your map for this particular category.
    
    YOUR_GAME_NAME: the name of your game.
    
    YOUR_GAME_NAME_SHORT: two letter abbreviation for your game.
    
    YOUR_GAME_PACKAGE: the name of the folder in Src where the source code for your game is stored.
    
    YOUR_POSTPROCESS_CHAIN: the path to your default PostProcessChain (get it from the content browser). It will work without one, but remember to add it later.
    
    YOUR_GAMEINFO_CLASS: the entry class for your game that usually derives from GameInfo.
    
    YOUR_PLAYERCONTROLLER: your player controller class.
    
    YOUR_MAP_PREFIX: the gametype prefix for your map.
    
    YOUR_DATASTORECLIENTS: the list of all the DataStoreClients--useful for storing data between map loads
    After making all of edits, as mentioned above, do a full recompile from the command line or FrontEnd. After that, start the editor and sit there (yes you must) while it recompiles the shaders. I have tested it and everything appears to work, but if you run into something please let me know. Also, I will try to keep the blank install updated if I have the time.

    Current Blank Install (Updated 29|11|2011):
    http://www.mediafire.com/?1nv9wzrohzyhc8q


    Blank Install Archive:
    October 2011: http://www.mediafire.com/?5ap2b38xpqu4cth
    September 2011: http://www.mediafire.com/?a6ck1depy59k1aq
    August 2011: http://www.mediafire.com/?qzh5htd2f5dxb5y
    July 2011: http://www.mediafire.com/?56hvd6a685cyxd5
    June 2011: http://www.mediafire.com/?o1dxjwsk0docb0v
    May 2011: PC: http://www.mediafire.com/?bfi386glpoix63e Mobile: http://www.mediafire.com/?d2jqp3bu2b31rvs
    Jan2011-April2011 were hosted on my server before it died--perhaps some day they will be rebuilt and reuploaded (if anyone needs a specific one immediately send me a PM);
    Last edited by SeanO'Connor; 11-29-2011 at 07:40 PM.
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  2. #2

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    Thanks! I'm running out of disk space, a slim version of UDK helps a lot!

  3. #3
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    Nice form Sean! I've been trying to wrap my head around this for a while but always came up short with UDK crashing on startup.

  4. #4
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    It is rather annoying, that there is a dependency on there being a UTGame.u script file, isn't it..
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  5. #5
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    Anyway to get this working on December release? So I don't have to download the extra gig?
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  6. #6
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    basically: configure your INI files, make sure that you set them all up to not have any references to UTGame and UTGameContent, except for EditPackages=UTGame. Remove the UTGameContent folder in Development\Src, delete all files in Development\Src\UTGame\Classes except for 1 (it doesn't matter what one, it just needs a class in there to compile). Start deleting things in UDKGame\Content. You'll probably need to keep the small empty maps and the UI fonts, maybe some other things as well.
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  7. #7
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    Quote Originally Posted by Blade[UG] View Post
    It is rather annoying, that there is a dependency on there being a UTGame.u script file, isn't it..
    Very much so. I tried many times to remove the reference to the UTGame package, but to no avail. I suppose one could leave a dummy UTGame.u and then delete the reference and the source files, as I noticed compiled scripts are not removed even if their package is no longer referenced. If it were to be deleted, it would not be too bad to save out another blank UTGame.u from Notepad. This is all assuming it does not rely on any actual code in there and only needs a file of that name.

    EDIT: Ok, after testing it, it appears that the above is partially true. It not only must have UTGame.u, but also UTEditor.u. They cannot be blank files saved out from Notepad, as the engine will complain they contain unreadable data. However, with real compiled UTGame.u and UTEditor.u files, both the reference and the source can be removed for UTGame and UTEditor.

    EDIT2: The blank install has been updated to reflect the new findings. You should now be able to complete an entire project without seeing UT anything, even during compilation. UTGame.u and UTEditor.u have been moved to the DO_NOT_DELETE folder in scripts.
    I would like to now work on stripping the mobile content; however, I do not have a mobile device to properly test the result. I imagine it all works the same way, but I am still really unfamiliar with the differences between mobile and pc.

    Quote Originally Posted by mikesdk View Post
    Nice form Sean! I've been trying to wrap my head around this for a while but always came up short with UDK crashing on startup.
    Quote Originally Posted by jasonmei View Post
    Thanks! I'm running out of disk space, a slim version of UDK helps a lot!
    No problem, glad it can be of use.
    Last edited by SeanO'Connor; 01-23-2011 at 06:16 PM.
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  8. #8
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    The file size is now cut in half after removing some of the Flash source assets. Also, UDKFonts has been added back to the blank install. I realize now this should not have been removed for the sake of Scaleform.

    In case you want the full Flash source again, be sure to get it here: http://udn.epicgames.com/Three/Scale...e%20UI%20Files
    Last edited by SeanO'Connor; 01-30-2011 at 06:09 AM.
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  9. #9
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    Hi there!; this looks very useful,

    I have a newbie question:
    - What would you recommend to a person who has done No coding whatsoever (In unrealscript that is, I work with Java for blackberry/android in my dayjob), would you recommend to start using this stripped down version of UDK to learn from the basic framework and not get distracted, carried away with all the UT classes, OR to have the full udk with every class because you think that might be more useful?
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  10. #10
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    At least me, I learn from examples, all the UT assets and code really help me out when I'm developing things, I'll use this as a 'portable' udk on a flash drive or whatever, but terrabyte hard drives are cheap, I have the last 7 versions of udk installed in full...

    But for you nsx_nawe I would definately get the full version of udk, at least an older one if you don't have room for the latest.
    Last edited by shellc0de; 01-31-2011 at 03:42 PM.
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  11. #11
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    Quote Originally Posted by nsx_nawe View Post
    Hi there!; this looks very useful,

    I have a newbie question:
    - What would you recommend to a person who has done No coding whatsoever (In unrealscript that is, I work with Java for blackberry/android in my dayjob), would you recommend to start using this stripped down version of UDK to learn from the basic framework and not get distracted, carried away with all the UT classes, OR to have the full udk with every class because you think that might be more useful?
    I always keep a default UDK install in a separate backup folder, then a working blank install for my game. It costs more hard drive space, but this way I can always refer to the UT code if I need to. This is also great if you completely ruin a config file or core class and want the default back quickly.

    UnrealScript is very similar to Java, so you should do well.
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  12. #12
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    Hey Sean,

    You have done a fantastic job on the blank install for the PC side of things. I noticed you mentioned wanting to cut down the mobile version as well. Has there been any update to this?

    Thanks!

  13. #13
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    I am still a bit uneasy about doing it without a mobile device to test it on, but I suppose it is safe to assume there will not be problems if it runs fine on PC. Most likely, I will have a mobile version made when the February build of the UDK comes around.
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  14. #14
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    Very cool.

    Not sure what your testing process requires, and I am still extremely new at this whole UDK thing, but I could help test if you like?

    :P

    Thanks Sean!

  15. #15
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    Well the mobile version is uploaded now, along with the blank install for Feb 2011. The mobile version appears to work, but beware I do not have a mobile device to test it on. If you have issues, tell me and send me your log files. Also, a question to those of you involved in mobile development: can Scaleform be used on mobile? I ask because I wonder if getting rid of the CLIK widgets was a good idea for the mobile version.
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  16. #16
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    Hi Sean, are you going to release a blank version of UDK May or future versions?
    Thanks

  17. #17
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    Funny you should ask that. I am in the process of doing exactly that for the May version. I meant to do March and April, but my project and school took a toll. I will get on it and have it finished within the next few hours.
    Last edited by SeanO'Connor; 05-14-2011 at 05:19 PM.
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  19. #19
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    It's normal that your links in the first post are down ?
    I just found your thread and I very interested by tour work.

    And it's possible to use your work for the February beta with march beta ?
    Last edited by Froyok; 05-14-2011 at 11:12 PM.
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  20. #20
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    The links were down because I was updating them to the new May 2011 version. That being said, you should be able to use the May blank install now. You might be able to use older blank installs on newer UDK builds, but there is a possibility it will crash. This happened to me when I transfered my project over to the March build. There is no telling what Epic might do under the radar for each build, and this was case when the old February UTGame.u and UTEditor.u were no longer compatible. It did not matter what the code inside was, but something about the .U format itself, so they had to be recompiled. Also, there are certain required UDK packages (like SoundClassesAndModes) that Epic might make small changes to.

    As a result of all this, I take no chances and rebuild each blank install from a fresh install of the current build.
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  22. #22
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    Quote Originally Posted by SeanO'Connor View Post
    The links were down because I was updating them to the new May 2011 version. That being said, you should be able to use the May blank install now. You might be able to use older blank installs on newer UDK builds, but there is a possibility it will crash. This happened to me when I transfered my project over to the March build. There is no telling what Epic might do under the radar for each build, and this was case when the old February UTGame.u and UTEditor.u were no longer compatible. It did not matter what the code inside was, but something about the .U format itself, so they had to be recompiled. Also, there are certain required UDK packages (like SoundClassesAndModes) that Epic might make small changes to.

    As a result of all this, I take no chances and rebuild each blank install from a fresh install of the current build.
    Thank you for the informations, I will try do this "blank" installation by myself in this case.
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  23. #23
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    Sean, do you have any tips on how to remove dependencies from UT classes from my code? In particular I'm having problem with UTWeapon, UTPawn, UTBot. Inheriting from the UDK* equivalent classes nothing works anymore. Thanks

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    Quote Originally Posted by mux85 View Post
    Sean, do you have any tips on how to remove dependencies from UT classes from my code? In particular I'm having problem with UTWeapon, UTPawn, UTBot. Inheriting from the UDK* equivalent classes nothing works anymore. Thanks
    Are you using this blank install? If so, it is impossible to reference anything UT since it no longer exists. That being said, it should be possible to extend from anything above UT (the UDK base classes). Open up your GameInfo class, which should extend UDKGame or above, and look for this line in the defaultproperties and change it to your pawn:
    Code:
    DefaultPawnClass=class'UTGame.UTPawn'
    Also, in this same class, look around for
    Code:
    BotClass=class'UTBot'
    I cannot remember if the BotClass variable is specific to UTGame or defined somewhere up the chain--if it is specific to UTGame you might not have it in your GameInfo class.

    That is basically the default, but if you have referenced UT classes in other places it would be good to run a search of your entire class heirarchy. This can be done quite easily from UnCodeX. Assuming you are using the blank install, search for UT and it should help find the references.
    Last edited by SeanO'Connor; 05-20-2011 at 03:06 PM.
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    It appears my server has gone to the afterlife. I will find a free host for the blank install for the time being... any suggestions?
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    Quote Originally Posted by SeanO'Connor View Post
    It appears my server has gone to the afterlife. I will find a free host for the blank install for the time being... any suggestions?
    You can put the files on moddb, on the unreal development kit group
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    Thanks, I just threw them up on MediaFire for the time being, but I will put them on Moddb as well.
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  28. #28
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    Quote Originally Posted by SeanO'Connor View Post
    Are you using this blank install? If so, it is impossible to reference anything UT since it no longer exists. That being said, it should be possible to extend from anything above UT (the UDK base classes). Open up your GameInfo class, which should extend UDKGame or above, and look for this line in the defaultproperties and change it to your pawn:
    Code:
    DefaultPawnClass=class'UTGame.UTPawn'
    Also, in this same class, look around for
    Code:
    BotClass=class'UTBot'
    I cannot remember if the BotClass variable is specific to UTGame or defined somewhere up the chain--if it is specific to UTGame you might not have it in your GameInfo class.

    That is basically the default, but if you have referenced UT classes in other places it would be good to run a search of your entire class heirarchy. This can be done quite easily from UnCodeX. Assuming you are using the blank install, search for UT and it should help find the references.
    My intention is to use your blank install in the future, this is why I'm trying to eliminate UT dependencies. So for example I'm inheriting my weapon class from UDKWeapon instead of UTWeapon, my pawn from UDKPawn instead of UTPawn and so on. The problem is that there are many things defined in the UT* classes that are useful and that are not present in the UDK* classes.
    Anyway I've opened a topic about my specific problem and already resolved many issues. Thanks

  29. #29
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    Epic has made making a blank install easier than ever before with June 2011. A dummy UTEditor.u and UTGame.u appear to no longer be needed; this means the engine is truly independent of UT3 now. Furthermore, since Epic has merged the PC and Mobile editors, there is no need for two separate versions anymore.

    Anyway, the June blank install is available now--please report any issues you think might be related to the blank install. Thanks to Epic for this great release.
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  31. #31
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    Thank your for this update !
    Sorry for my bad English, it's not my native language.
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    You may also need to add the following packages to this release:


    UDKGame\Content\Mobile\Effects\CastleEffects.upk
    UDKGame\Content\Mobile\Sounds\CastleAudio.upk
    UDKGame\Content\Mobile\UI\CastleFonts.upk
    UDKGame\Content\Mobile\UI\CastleHUD.upk
    UDKGame\Content\Mobile\UI\CastleUI.upk
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    Quote Originally Posted by Bob_Gneu View Post
    You may also need to add the following packages to this release:
    UDKGame\Content\Mobile\Effects\CastleEffects.upk
    UDKGame\Content\Mobile\Sounds\CastleAudio.upk
    UDKGame\Content\Mobile\UI\CastleFonts.upk
    UDKGame\Content\Mobile\UI\CastleHUD.upk
    UDKGame\Content\Mobile\UI\CastleUI.upk
    If I am not mistaken, those contain the assets for Epic's mobile demo? I remove any sort of demo code and assets to create a blank slate engine. I am not a mobile developer, so my knowledge is limited on what packages the engine needs for mobile development. If I get no errors I assume it has everything it needs.

    Do you receive errors? If so, may I see the log?
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    I think i spoke a bit too early. I received a number of errors earlier when overseeing a friends install. I think it is fine, my apologies. =)
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  35. #35
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    Thanks for this release Sean

  36. #36
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    Thanks Sean u rock..

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    Quote Originally Posted by Froyok View Post
    Thank your for this update !
    Quote Originally Posted by mux85 View Post
    Thanks for this release Sean
    Quote Originally Posted by Chathura View Post
    Thanks Sean u rock..
    No problem; I am glad it is useful.
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  38. #38
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    Thanks for doing this Sean! You have no clue how much this means to those of us who don't have humongous hard drives!

  39. #39

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    When I try to 'Open GFx Movie' it crashes.
    Anyone else get this?

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    I just tried it, and it did not crash for me. Make sure you have it set to use your own GFxMoviePlayer class as I removed the demo classes by Epic.
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