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	<id>https://wiki.automationgame.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Isaac</id>
	<title>Automation Game Wiki - User contributions [en-gb]</title>
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	<updated>2026-05-02T15:28:12Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.automationgame.com/index.php?title=Poster_Layouts&amp;diff=5006</id>
		<title>Poster Layouts</title>
		<link rel="alternate" type="text/html" href="https://wiki.automationgame.com/index.php?title=Poster_Layouts&amp;diff=5006"/>
		<updated>2024-07-31T04:33:31Z</updated>

		<summary type="html">&lt;p&gt;Isaac: AI formatted version of manually created docx&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Poster Layouts =&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Poster layout mods are used in the Automation poster creator as pre-made designs for users to make car posters.&lt;br /&gt;
&lt;br /&gt;
== Automation poster screen ==&lt;br /&gt;
To make a poster layout for Automation you need 2 parts:&lt;br /&gt;
* Poster user widget&lt;br /&gt;
* Made in Unreal engine.&lt;br /&gt;
* Preview file&lt;br /&gt;
* Made in Unreal engine.&lt;br /&gt;
&lt;br /&gt;
=== Recommended Knowledge ===&lt;br /&gt;
* Making blueprints in Unreal&lt;br /&gt;
&lt;br /&gt;
== Creating your poster layout ==&lt;br /&gt;
The poster layout is a CarStatLayout widget. The widget contains PosterSlots which are used by the player to adjust settings. &lt;br /&gt;
&lt;br /&gt;
An example poster layout can be found in the ExampleCarPoster folder.&lt;br /&gt;
&lt;br /&gt;
=== Make a new blueprint ===&lt;br /&gt;
# Right-click in the content browser select Blueprint Class.&lt;br /&gt;
# In the search field enter CarStatLayout and select it from the list.&lt;br /&gt;
# Click the Select button to create a new blueprint.&lt;br /&gt;
&lt;br /&gt;
=== Create the layout ===&lt;br /&gt;
The poster layout is built using widgets from the Palette panel. The layout is designed hierarchically by placing poster widgets inside panel widgets. You can use the pre-made widgets in your poster layout or create your own widget blueprints to customize your layout further.&lt;br /&gt;
&lt;br /&gt;
== Poster designer ==&lt;br /&gt;
To make your widgets accessible to be edited in Automation you need to assign them a slot:&lt;br /&gt;
* In the Details panel navigate to the Poster Slot section.&lt;br /&gt;
* Click the button &amp;gt; Generate to generate a Slot UID.&lt;br /&gt;
* In the Name field enter a name for the poster slot.&lt;br /&gt;
&lt;br /&gt;
== Pre-made widgets ==&lt;br /&gt;
The Automation SDK features several pre-made widgets for you to use in your poster layout:&lt;br /&gt;
* PS Car Image UW &lt;br /&gt;
  * Displays an image of the car. You can adjust the default parameters in the Photo Info section.&lt;br /&gt;
* PS Background UW &lt;br /&gt;
  * Allows the player to display their own image from a jpg or png file. The default is the Automation background image.&lt;br /&gt;
* PS Creator Name UW &lt;br /&gt;
  * Displays in the format “Creator: [input]”. The input can be set in by the user in the poster widget.&lt;br /&gt;
* PS Car Stat Socials UW &lt;br /&gt;
  * Displays the car statistics.&lt;br /&gt;
* Poster Custom Car Name Stacked UW&lt;br /&gt;
  * Displays the car name in the format “Model - Trim”.&lt;br /&gt;
* Poster Engine Name UW&lt;br /&gt;
  * Displays the engine name in the format “Engine – Trim”.&lt;br /&gt;
* Poster Engine Power Torque Graph UW &lt;br /&gt;
  * Displays the power-torque graph of the engine.&lt;br /&gt;
* Poster Engine Stats UW&lt;br /&gt;
  * Displays the engine statistics.&lt;br /&gt;
* Poster Engine Thumbnail UW &lt;br /&gt;
  * Displays a picture of engine.&lt;br /&gt;
* Poster Slot Car Performance UW &lt;br /&gt;
  * Displays the car performance statistics.&lt;br /&gt;
* Poster Company Car Name UW &lt;br /&gt;
  * Displays the car name in the format “Model - Trim”.&lt;br /&gt;
&lt;br /&gt;
== Creating a custom poster stat widget ==&lt;br /&gt;
You can create your own poster stat widget to customize what car data is displayed.&lt;br /&gt;
&lt;br /&gt;
=== To make a poster stat widget: ===&lt;br /&gt;
# Right-click in the content browser select Blueprint Class.&lt;br /&gt;
# In the search field enter PS_Data_UW and select it from the list.&lt;br /&gt;
# Click the Select button to create a new blueprint.&lt;br /&gt;
# In the My Blueprints panel create a new function. This function will be used to access car data from Automation and create the custom slots on the poster layout. &lt;br /&gt;
  * Note: See the PS_ExamplePoster_Stats widget for examples of how to script the functions. You can use multiple functions in your widget.&lt;br /&gt;
# In the My Blueprints panel create an override and select the LoadCustomStats function.&lt;br /&gt;
# Open the Override_LoadCustomStats function.&lt;br /&gt;
# Wire your functions.&lt;br /&gt;
&lt;br /&gt;
* On the Event Graph add the Pre Construction event if it isn’t already present.&lt;br /&gt;
* Add the Clear Children function. Set the target to Stats Panel.&lt;br /&gt;
* Add the Override_LoadCustomStats function.&lt;br /&gt;
&lt;br /&gt;
== Create the preview file ==&lt;br /&gt;
# Right-click in the Content Browser select Camso &amp;gt; Car Stat Layout.&lt;br /&gt;
# Enter the name for your trim widget.&lt;br /&gt;
# Open the preview file.&lt;br /&gt;
# In the Poster section select your user widget from the Widget layout dropdown menu.&lt;br /&gt;
# In the UID section:&lt;br /&gt;
  * Click the button &amp;gt; Generate to generate a GUID.&lt;br /&gt;
  * Click the button &amp;gt; Generate to generate a Family GUID. &lt;br /&gt;
  * In the Name field enter the name for your poster layout.&lt;br /&gt;
# Save the preview file.&lt;br /&gt;
&lt;br /&gt;
== Poster layout preview file ==&lt;br /&gt;
&lt;br /&gt;
== Cook the mod ==&lt;br /&gt;
Your mod needs to be cooked before it can be used in Automation. To cook your mod follow these steps:&lt;br /&gt;
# In the menu bar select Mods &amp;gt; Share Mod.&lt;br /&gt;
# Select your mod from the list.&lt;br /&gt;
# Select or create an empty folder for the project. The folder directory path must not have any spaces.&lt;br /&gt;
  * Warning: Any files in the selected folder will be deleted when the mod is cooked.&lt;br /&gt;
&lt;br /&gt;
== Test the mod ==&lt;br /&gt;
You can test your cooked mod without uploading it to the Steam Workshop: &lt;br /&gt;
# Copy the &amp;lt;MOD_NAME&amp;gt; folder from &amp;lt;SDK_FOLDER&amp;gt;\&amp;lt;MOD_PATH_FOLDER&amp;gt;\WindowsNoEditor\AutomationGame\Mods\ to &amp;lt;STEAM_INSTALL_FOLDER&amp;gt;\steamapps\common\Automation\UE427\AutomationGame\Mods\. If the Mods folder doesn’t exist create it.&lt;br /&gt;
# Start Automation. Your trim widget should be available in-game.&lt;br /&gt;
&lt;br /&gt;
== Upload the mod to the Steam Workshop ==&lt;br /&gt;
# Open the Automation Steam Workshop Publishing Tool.&lt;br /&gt;
# Select New item.&lt;br /&gt;
# Content Path is the directory where your mod is. To choose your content path click Pick Path. In the file window that appears select the folder with your cooked mod.&lt;br /&gt;
# In the Content Title field enter the name for your mod.&lt;br /&gt;
# In the Content Description field enter a description for your mod.&lt;br /&gt;
  * Note: The content title and description will be used on the Steam Workshop. These can be edited on the Steam Workshop page for the mod.&lt;br /&gt;
# To choose a preview image click Pick Path. In the file window that appears select the image you want to use.&lt;br /&gt;
# In the Mod Type box select Poster. &lt;br /&gt;
# In the Visibility dropdown select the privacy setting for your mod on the Steam Workshop.&lt;br /&gt;
# Click Submit. Your mod will upload to the Steam Workshop and a browser window will open to its Steam Workshop page.&lt;/div&gt;</summary>
		<author><name>Isaac</name></author>
	</entry>
	<entry>
		<id>https://wiki.automationgame.com/index.php?title=Automation_Wiki&amp;diff=4996</id>
		<title>Automation Wiki</title>
		<link rel="alternate" type="text/html" href="https://wiki.automationgame.com/index.php?title=Automation_Wiki&amp;diff=4996"/>
		<updated>2023-07-10T01:38:17Z</updated>

		<summary type="html">&lt;p&gt;Isaac: Added poster layouts page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;width: 80%; margin: auto; padding-bottom: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;background: rgba(5,5,5,.4);&amp;quot; | &amp;lt;div id=&amp;quot;mf-about&amp;quot; style=&amp;quot;padding:10px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Header|About Automation}}&lt;br /&gt;
Automation allows the player to become an armchair CEO - to build their own car company from the ground up. Create and run anything from a boutique supercar manufacturer to a mass-market multinational mogul. With powerful tools like the Engine Designer, the player can create cars and their engines in mind-boggling detail.&lt;br /&gt;
&lt;br /&gt;
The grand campaign will start in the year 1946 and run until 2020, with the main goal being to build a successful, renowned car company from scratch. All types of car manufacturers can be led to success if managed properly; building the right image over the years is key. The player’s tasks are to design engines and cars, and to manage factories, production, research and development, as well as advertising campaigns. In-game, time advances at the pace the player chooses and pauses automatically for events and occurrences.&lt;br /&gt;
&lt;br /&gt;
Automation is comprised of three major game components - the Engine Designer, the Car Designer, and the Company Manager. These components are naturally strung together by the game’s goals, made to be user-friendly and intuitive to use. A multitude of tutorial missions, videos, and descriptive texts help car novices become experts. Almost infinite options give the player all the creative freedom to create unique cars with vastly different engines.&lt;br /&gt;
&lt;br /&gt;
{{Header|Core features}}&lt;br /&gt;
&amp;lt;center&amp;gt;In-Depth Engine Design {{*}} Detailed Car Design {{*}} Grand Campaign {{*}} Multiplayer Campaigns {{*}} Online Challenges&amp;lt;/center&amp;gt;&lt;br /&gt;
Visit the official game site at &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://www.automationgame.com/ automationgame.com]&amp;lt;/span&amp;gt; to learn more.&lt;br /&gt;
&lt;br /&gt;
{{Header|Developer}}&lt;br /&gt;
The game is developed by &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://camshaftsoftware.com/ Camshaft Software]&amp;lt;/span&amp;gt;, an indie startup based in Wellington, New Zealand.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 80%; margin: auto; padding-bottom: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;background: rgba(5,5,5,.4);&amp;quot; | &amp;lt;div id=&amp;quot;mf-links&amp;quot; style=&amp;quot;padding:10px;&amp;quot;&amp;gt;&lt;br /&gt;
{{header|Wiki Links}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 80%; margin: auto; padding-bottom: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; width=&amp;quot;25%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;background: rgba(5,5,5,.4);&amp;quot; |&lt;br /&gt;
[[General]] &lt;br /&gt;
*[[Game FAQ]]&lt;br /&gt;
*[[System Requirements]]&lt;br /&gt;
*[[Support]]&lt;br /&gt;
&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; width=&amp;quot;25%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;background: rgba(5,5,5,.4);&amp;quot; |&lt;br /&gt;
[[Singleplayer]]&lt;br /&gt;
*[[Campaign]]&lt;br /&gt;
*[[Scenarios]]&lt;br /&gt;
*[[Tutorials]]&lt;br /&gt;
*[[Sandbox]]&lt;br /&gt;
&lt;br /&gt;
[[Multiplayer]]&lt;br /&gt;
*[[Campaign]]&lt;br /&gt;
*[[Challenges]]&lt;br /&gt;
&lt;br /&gt;
[[Company]]&lt;br /&gt;
*[[Brands]]&lt;br /&gt;
*[[Headquarters]]&lt;br /&gt;
*[[Financials]]&lt;br /&gt;
*[[Staff]]&lt;br /&gt;
*[[R &amp;amp; D]]&lt;br /&gt;
*[[Image &amp;amp; Reputation|Prestige &amp;amp; Reputation]]&lt;br /&gt;
&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; width=&amp;quot;25%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;background: rgba(5,5,5,.4);&amp;quot; |&lt;br /&gt;
[[Making a Car]]&lt;br /&gt;
*[[General Flow]]&lt;br /&gt;
*[[Model / Family System]]&lt;br /&gt;
&lt;br /&gt;
[[Specifics]]&lt;br /&gt;
*[[Chassis Design]]&lt;br /&gt;
*[[Engine Design]]&lt;br /&gt;
*[[Trim Design]]&lt;br /&gt;
*[[Unlock Dates]]&lt;br /&gt;
*[[Engineering]]&lt;br /&gt;
*[[Factory Setup]]&lt;br /&gt;
*[[Marketing]]&lt;br /&gt;
&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; width=&amp;quot;25%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;background: rgba(5,5,5,.4);&amp;quot; |&lt;br /&gt;
[[Modding]]&lt;br /&gt;
*Cars&lt;br /&gt;
**[[Car Body Mods]]&lt;br /&gt;
**[[Custom Paint Mods]]&lt;br /&gt;
**[[Export Material User Data]]&lt;br /&gt;
**[[Rim Mods]]&lt;br /&gt;
**[[Tyre Mods]]&lt;br /&gt;
*Fixtures&lt;br /&gt;
**[[Fixture Mods]]&lt;br /&gt;
**[[Badge Fixture Mods|Badge Mods]]&lt;br /&gt;
**[[Decal Mods]]&lt;br /&gt;
*Photoscenes&lt;br /&gt;
**[[Photoscenes|Photoscene Mods]]&lt;br /&gt;
**[[Prop Mods]]&lt;br /&gt;
**[[Animatic Mods]]&lt;br /&gt;
**[[Designer Level Mods]]&lt;br /&gt;
**[[Poster Layouts]]&lt;br /&gt;
&lt;br /&gt;
[[The Exporter]]&lt;br /&gt;
*[[Automation to BeamNG]]&lt;br /&gt;
*[[Exporter Plugin SDK]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Isaac</name></author>
	</entry>
	<entry>
		<id>https://wiki.automationgame.com/index.php?title=Designer_Level_Mods&amp;diff=4963</id>
		<title>Designer Level Mods</title>
		<link rel="alternate" type="text/html" href="https://wiki.automationgame.com/index.php?title=Designer_Level_Mods&amp;diff=4963"/>
		<updated>2023-03-08T05:09:49Z</updated>

		<summary type="html">&lt;p&gt;Isaac: /* Create An Aesthetic Level from scratch (No Photoscene Mod Level) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;From update 4.3 onwards, Automation supports the creation mod levels that change the environment around the car or engine being designed by a player.  &lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
A &amp;lt;code&amp;gt;Designer Level&amp;lt;/code&amp;gt; is a collection of Unreal Levels with a name, description, preview thumbnails and a year.  &lt;br /&gt;
&lt;br /&gt;
Players have the option to select a different &amp;lt;code&amp;gt;Designer Level&amp;lt;/code&amp;gt; to show when they enter the car &amp;amp; engine designer, or the engine designer. &lt;br /&gt;
&lt;br /&gt;
Usually, &amp;lt;code&amp;gt;Designer Levels&amp;lt;/code&amp;gt; combine [[Photoscenes|Photoscene Mod Levels]] with an additional level containing locators to position the cars and engines that are spawned by the car &amp;amp; engine designers. &lt;br /&gt;
==Workflow==&lt;br /&gt;
#In UE4:&lt;br /&gt;
##Set up a mod.&lt;br /&gt;
##Create and fill out a &amp;lt;code&amp;gt;Designer Level&amp;lt;/code&amp;gt; file.&lt;br /&gt;
##Create your aesthetic level (or reuse a [[Photoscenes|Photoscene Mod Level]]).&lt;br /&gt;
##Create your car and engine locator level&lt;br /&gt;
##Assign variables in Designer Level to your newly created levels&lt;br /&gt;
#In the Automation Workshop Publishing Tool:&lt;br /&gt;
##Set up a workshop item.&lt;br /&gt;
##Share your mod.&lt;br /&gt;
==Create your Designer Level Mod==&lt;br /&gt;
&lt;br /&gt;
===Create A New Mod===&lt;br /&gt;
&lt;br /&gt;
After setting up the modding SDK from [[Modding|Here]], create a new blank mod:&lt;br /&gt;
&lt;br /&gt;
[[File:UE4ModCreation_02.gif|alt=|frameless]]&lt;br /&gt;
&lt;br /&gt;
===Create A Custom Designer Level===&lt;br /&gt;
In your mod content folder, right-click and add a new &amp;lt;code&amp;gt;Designer Level&amp;lt;/code&amp;gt; file. This is the file the game uses to load the levels.&lt;br /&gt;
&lt;br /&gt;
[[File:Creating A Designer Level.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
Rename and Open the Designer Level file. It has a few parameters:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Name&#039;&#039;&#039; - This is text displayed on the preview of of the environment that shows in game.&lt;br /&gt;
*&#039;&#039;&#039;Year&#039;&#039;&#039; - This is the actual paint itself. The material instance defines how the paint looks, what parameters are available, and how it looks when exported.&lt;br /&gt;
*&#039;&#039;&#039;Designer Types&#039;&#039;&#039; - An array containing the possible uses of this designer level. It should either contain Car &amp;amp; Engine Designer and/or Engine Designer&lt;br /&gt;
*&#039;&#039;&#039;Description&#039;&#039;&#039; - Additional text shown when mousing over a preview of a designer level in game. &lt;br /&gt;
*&#039;&#039;&#039;Levels&#039;&#039;&#039; - An array of UE4 Levels, usually comprising of 1 [[Photoscenes|Photoscene Mod Level]] and 1 level with several blueprints within in it. &lt;br /&gt;
*&#039;&#039;&#039;Preview Images&#039;&#039;&#039; - Images shown as thumbnails when the player is selecting a level. They should show off what the player should expect to see from the environment around the car and engines. &lt;br /&gt;
*&#039;&#039;&#039;GUID&#039;&#039;&#039; - The unique identifier of this level. This must be regenerated for every new designer level. &lt;br /&gt;
*&#039;&#039;&#039;Family GUID&#039;&#039;&#039; - Not used. Click generate for a unique Family GUID anyway. &lt;br /&gt;
&lt;br /&gt;
===Create An Aesthetic Level from scratch (No Photoscene Mod Level)===&lt;br /&gt;
If you do not have an existing  [[Photoscenes|Photoscene Mod Level]]: Right-click the content browser again, and create a new &amp;lt;code&amp;gt;Level.&amp;lt;/code&amp;gt; This is the actual environment the player will see in game. &lt;br /&gt;
&lt;br /&gt;
[[File:Make Level.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
Rename the level to the name of your mod, and end it with something like _aesthetic to help you differentiate it from the locator level. &lt;br /&gt;
&lt;br /&gt;
Double click the level to open and edit it. Follow tutorials to learn how to use the level editor, such as the [https://docs.unrealengine.com/4.27/en-US/BuildingWorlds/LevelEditor/ Unreal Documentation]. Keep in mind the more demanding and complex the scene, the lower FPS players will get when they use your Designer Level in game. &lt;br /&gt;
&lt;br /&gt;
=== Create An Aesthetic Level from an existing No Photoscene Mod Level) ===&lt;br /&gt;
&lt;br /&gt;
* If you want to use an existing [[Photoscenes|Photoscene Mod Level]] you need to create the designer level assets within the same mod as the photoscene level. &lt;br /&gt;
&lt;br /&gt;
=== Create A Locator Level ===&lt;br /&gt;
&lt;br /&gt;
* Copy ExampleDL_Locator from the ExampleDesignerLevel plugin to your mod, and rename it appropriately. For some reason you have to use Ctrl + C to copy the level from the content browser, and Ctrl + V to paste it in your mod, as there is no right-click menu copy.&lt;/div&gt;</summary>
		<author><name>Isaac</name></author>
	</entry>
	<entry>
		<id>https://wiki.automationgame.com/index.php?title=Designer_Level_Mods&amp;diff=4962</id>
		<title>Designer Level Mods</title>
		<link rel="alternate" type="text/html" href="https://wiki.automationgame.com/index.php?title=Designer_Level_Mods&amp;diff=4962"/>
		<updated>2023-03-08T05:08:28Z</updated>

		<summary type="html">&lt;p&gt;Isaac: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;From update 4.3 onwards, Automation supports the creation mod levels that change the environment around the car or engine being designed by a player.  &lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
A &amp;lt;code&amp;gt;Designer Level&amp;lt;/code&amp;gt; is a collection of Unreal Levels with a name, description, preview thumbnails and a year.  &lt;br /&gt;
&lt;br /&gt;
Players have the option to select a different &amp;lt;code&amp;gt;Designer Level&amp;lt;/code&amp;gt; to show when they enter the car &amp;amp; engine designer, or the engine designer. &lt;br /&gt;
&lt;br /&gt;
Usually, &amp;lt;code&amp;gt;Designer Levels&amp;lt;/code&amp;gt; combine [[Photoscenes|Photoscene Mod Levels]] with an additional level containing locators to position the cars and engines that are spawned by the car &amp;amp; engine designers. &lt;br /&gt;
==Workflow==&lt;br /&gt;
#In UE4:&lt;br /&gt;
##Set up a mod.&lt;br /&gt;
##Create and fill out a &amp;lt;code&amp;gt;Designer Level&amp;lt;/code&amp;gt; file.&lt;br /&gt;
##Create your aesthetic level (or reuse a [[Photoscenes|Photoscene Mod Level]]).&lt;br /&gt;
##Create your car and engine locator level&lt;br /&gt;
##Assign variables in Designer Level to your newly created levels&lt;br /&gt;
#In the Automation Workshop Publishing Tool:&lt;br /&gt;
##Set up a workshop item.&lt;br /&gt;
##Share your mod.&lt;br /&gt;
==Create your Designer Level Mod==&lt;br /&gt;
&lt;br /&gt;
===Create A New Mod===&lt;br /&gt;
&lt;br /&gt;
After setting up the modding SDK from [[Modding|Here]], create a new blank mod:&lt;br /&gt;
&lt;br /&gt;
[[File:UE4ModCreation_02.gif|alt=|frameless]]&lt;br /&gt;
&lt;br /&gt;
===Create A Custom Designer Level===&lt;br /&gt;
In your mod content folder, right-click and add a new &amp;lt;code&amp;gt;Designer Level&amp;lt;/code&amp;gt; file. This is the file the game uses to load the levels.&lt;br /&gt;
&lt;br /&gt;
[[File:Creating A Designer Level.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
Rename and Open the Designer Level file. It has a few parameters:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Name&#039;&#039;&#039; - This is text displayed on the preview of of the environment that shows in game.&lt;br /&gt;
*&#039;&#039;&#039;Year&#039;&#039;&#039; - This is the actual paint itself. The material instance defines how the paint looks, what parameters are available, and how it looks when exported.&lt;br /&gt;
*&#039;&#039;&#039;Designer Types&#039;&#039;&#039; - An array containing the possible uses of this designer level. It should either contain Car &amp;amp; Engine Designer and/or Engine Designer&lt;br /&gt;
*&#039;&#039;&#039;Description&#039;&#039;&#039; - Additional text shown when mousing over a preview of a designer level in game. &lt;br /&gt;
*&#039;&#039;&#039;Levels&#039;&#039;&#039; - An array of UE4 Levels, usually comprising of 1 [[Photoscenes|Photoscene Mod Level]] and 1 level with several blueprints within in it. &lt;br /&gt;
*&#039;&#039;&#039;Preview Images&#039;&#039;&#039; - Images shown as thumbnails when the player is selecting a level. They should show off what the player should expect to see from the environment around the car and engines. &lt;br /&gt;
*&#039;&#039;&#039;GUID&#039;&#039;&#039; - The unique identifier of this level. This must be regenerated for every new designer level. &lt;br /&gt;
*&#039;&#039;&#039;Family GUID&#039;&#039;&#039; - Not used. Click generate for a unique Family GUID anyway. &lt;br /&gt;
&lt;br /&gt;
===Create An Aesthetic Level from scratch (No Photoscene Mod Level)===&lt;br /&gt;
If you do not have an existing  [[Photoscenes|Photoscene Mod Level]]: Right-click the content browser again, and create a new &amp;lt;code&amp;gt;Level.&amp;lt;/code&amp;gt; This is the actual designed level. &lt;br /&gt;
&lt;br /&gt;
[[File:Make Level.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
Rename the level to the name of your mod, and end it with something like _aesthetic to help you differentiate it from the locator level. &lt;br /&gt;
&lt;br /&gt;
Double click the level to open and edit it. Follow tutorials to learn how to use the level editor, such as the [https://docs.unrealengine.com/4.27/en-US/BuildingWorlds/LevelEditor/ Unreal Documentation]. Keep in mind the more demanding and complex the scene, the lower FPS players will get when they use your Designer Level in game. &lt;br /&gt;
&lt;br /&gt;
=== Create An Aesthetic Level from an existing No Photoscene Mod Level) ===&lt;br /&gt;
&lt;br /&gt;
* If you want to use an existing [[Photoscenes|Photoscene Mod Level]] you need to create the designer level assets within the same mod as the photoscene level. &lt;br /&gt;
&lt;br /&gt;
=== Create A Locator Level ===&lt;br /&gt;
&lt;br /&gt;
* Copy ExampleDL_Locator from the ExampleDesignerLevel plugin to your mod, and rename it appropriately. For some reason you have to use Ctrl + C to copy the level from the content browser, and Ctrl + V to paste it in your mod, as there is no right-click menu copy.&lt;/div&gt;</summary>
		<author><name>Isaac</name></author>
	</entry>
	<entry>
		<id>https://wiki.automationgame.com/index.php?title=Designer_Level_Mods&amp;diff=4961</id>
		<title>Designer Level Mods</title>
		<link rel="alternate" type="text/html" href="https://wiki.automationgame.com/index.php?title=Designer_Level_Mods&amp;diff=4961"/>
		<updated>2023-03-08T04:04:39Z</updated>

		<summary type="html">&lt;p&gt;Isaac: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;From update 4.3 onwards, Automation supports the creation mod levels that change the environment around the car or engine being designed by a player.  &lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
A &amp;lt;code&amp;gt;Designer Level&amp;lt;/code&amp;gt; is a collection of Unreal Levels with a name, description, preview thumbnails and a year.  &lt;br /&gt;
&lt;br /&gt;
Players have the option to select a different &amp;lt;code&amp;gt;Designer Level&amp;lt;/code&amp;gt; to show when they enter the car &amp;amp; engine designer, or the engine designer. &lt;br /&gt;
&lt;br /&gt;
Usually, &amp;lt;code&amp;gt;Designer Levels&amp;lt;/code&amp;gt; combine [[Photoscenes|Photoscene Mod Levels]] with an additional level containing locators to position the cars and engines that are spawned by the car &amp;amp; engine designers. &lt;br /&gt;
==Workflow==&lt;br /&gt;
#In UE4:&lt;br /&gt;
##Set up a mod.&lt;br /&gt;
##Create and fill out a &amp;lt;code&amp;gt;Designer Level&amp;lt;/code&amp;gt; file.&lt;br /&gt;
##Create your aesthetic level (or reuse a [[Photoscenes|Photoscene Mod Level]]).&lt;br /&gt;
##Create your car and engine locator level&lt;br /&gt;
##Assign variables in Designer Level to your newly created levels&lt;br /&gt;
#In the Automation Workshop Publishing Tool:&lt;br /&gt;
##Set up a workshop item.&lt;br /&gt;
##Share your mod.&lt;br /&gt;
==Create your Designer Level Mod==&lt;br /&gt;
&lt;br /&gt;
===Create A New Mod===&lt;br /&gt;
&lt;br /&gt;
After setting up the modding SDK from [[Modding|Here]], create a new blank mod:&lt;br /&gt;
&lt;br /&gt;
[[File:UE4ModCreation_02.gif|alt=|frameless]]&lt;br /&gt;
&lt;br /&gt;
===Create A Custom Designer Level===&lt;br /&gt;
In your mod content folder, right-click and add a new &amp;lt;code&amp;gt;Designer Level&amp;lt;/code&amp;gt; file. This is the file the game uses to load the levels.&lt;br /&gt;
&lt;br /&gt;
[[File:Creating A Designer Level.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
Rename and Open the Designer Level file. It has a few parameters:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Name&#039;&#039;&#039; - This is text displayed on the preview of of the environment that shows in game.&lt;br /&gt;
*&#039;&#039;&#039;Year&#039;&#039;&#039; - This is the actual paint itself. The material instance defines how the paint looks, what parameters are available, and how it looks when exported.&lt;br /&gt;
*&#039;&#039;&#039;Designer Types&#039;&#039;&#039; - An array containing the possible uses of this designer level. It should either contain Car &amp;amp; Engine Designer and/or Engine Designer&lt;br /&gt;
*&#039;&#039;&#039;Description&#039;&#039;&#039; - Additional text shown when mousing over a preview of a designer level in game. &lt;br /&gt;
*&#039;&#039;&#039;Levels&#039;&#039;&#039; - An array of UE4 Levels, usually comprising of 1 [[Photoscenes|Photoscene Mod Level]] and 1 level with several blueprints within in it. &lt;br /&gt;
*&#039;&#039;&#039;Preview Images&#039;&#039;&#039; - Images shown as thumbnails when the player is selecting a level. They should show off what the player should expect to see from the environment around the car and engines. &lt;br /&gt;
*&#039;&#039;&#039;GUID&#039;&#039;&#039; - The unique identifier of this level. This must be regenerated for every new designer level. &lt;br /&gt;
*&#039;&#039;&#039;Family GUID&#039;&#039;&#039; - Not used. Click generate for a unique Family GUID anyway. &lt;br /&gt;
&lt;br /&gt;
===Create An Aesthetic Level===&lt;br /&gt;
If you already have a [[Photoscenes|Photoscene Mod Level]] you want to use in the car/engine designers you can skip this step. &lt;br /&gt;
&lt;br /&gt;
Right-click the content browser again, and create a new &amp;lt;code&amp;gt;Level.&amp;lt;/code&amp;gt; This is the actual designed level. &lt;br /&gt;
&lt;br /&gt;
[[File:Make Level.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
Rename the level to the name of your mod, and end it with something like _aesthetic to help you differentiate it from the locator level. &lt;br /&gt;
&lt;br /&gt;
Double click the level to open and edit it. Follow tutorials to learn how to use the level editor, such as the [https://docs.unrealengine.com/4.27/en-US/BuildingWorlds/LevelEditor/ Unreal Documentation].&lt;/div&gt;</summary>
		<author><name>Isaac</name></author>
	</entry>
	<entry>
		<id>https://wiki.automationgame.com/index.php?title=Designer_Level_Mods&amp;diff=4959</id>
		<title>Designer Level Mods</title>
		<link rel="alternate" type="text/html" href="https://wiki.automationgame.com/index.php?title=Designer_Level_Mods&amp;diff=4959"/>
		<updated>2023-03-07T23:00:42Z</updated>

		<summary type="html">&lt;p&gt;Isaac: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;From update 4.3 onwards, Automation supports the creation mod levels that change the environment around the car or engine being designed by a player.  &lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
A &amp;lt;code&amp;gt;Designer Level&amp;lt;/code&amp;gt; is a collection of Unreal Levels with a name, description, preview thumbnails and a year.  &lt;br /&gt;
&lt;br /&gt;
Players have the option to select a different &amp;lt;code&amp;gt;Designer Level&amp;lt;/code&amp;gt; to show when they enter the car &amp;amp; engine designer, or the engine designer. &lt;br /&gt;
&lt;br /&gt;
Usually, &amp;lt;code&amp;gt;Designer Levels&amp;lt;/code&amp;gt; combine [[Photoscenes|Photoscene Mod Levels]] with an additional level containing locators to position the cars and engines that are spawned by the car &amp;amp; engine designers. &lt;br /&gt;
==Workflow==&lt;br /&gt;
#In UE4:&lt;br /&gt;
##Set up a mod.&lt;br /&gt;
##Create and fill out a &amp;lt;code&amp;gt;Designer Level&amp;lt;/code&amp;gt; file.&lt;br /&gt;
##Create your aesthetic level (or reuse a [[Photoscenes|Photoscene Mod Level]]).&lt;br /&gt;
##Create your car and engine locator level&lt;br /&gt;
##Assign variables in Designer Level to your newly created levels&lt;br /&gt;
#In the Automation Workshop Publishing Tool:&lt;br /&gt;
##Set up a workshop item.&lt;br /&gt;
##Share your mod.&lt;br /&gt;
==Create your Designer Level Mod==&lt;br /&gt;
&lt;br /&gt;
===Create A New Mod===&lt;br /&gt;
&lt;br /&gt;
After setting up the modding SDK from [[Modding|Here]], create a new blank mod:&lt;br /&gt;
&lt;br /&gt;
[[File:UE4ModCreation_02.gif|alt=|frameless]]&lt;br /&gt;
&lt;br /&gt;
===Create A Custom Designer Level===&lt;br /&gt;
In your mod content folder, right-click and add a new &amp;lt;code&amp;gt;Designer Level&amp;lt;/code&amp;gt; file. This is the file the game uses to load the levels.&lt;br /&gt;
&lt;br /&gt;
[[File:Creating A Designer Level.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
Open the Designer Level file. It has a few parameters:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Name&#039;&#039;&#039; - This is text displayed on the preview of of the environment that shows in game.&lt;br /&gt;
*&#039;&#039;&#039;Year&#039;&#039;&#039; - This is the actual paint itself. The material instance defines how the paint looks, what parameters are available, and how it looks when exported.&lt;br /&gt;
*&#039;&#039;&#039;Designer Types&#039;&#039;&#039; - An array containing the possible uses of this designer level. It should either contain Car &amp;amp; Engine Designer and/or Engine Designer&lt;br /&gt;
*&#039;&#039;&#039;Description&#039;&#039;&#039; - Additional text shown when mousing over a preview of a designer level in game. &lt;br /&gt;
*&#039;&#039;&#039;Levels&#039;&#039;&#039; - An array of UE4 Levels, usually comprising of 1 [[Photoscenes|Photoscene Mod Level]] and 1 level with several blueprints within in it. &lt;br /&gt;
*&#039;&#039;&#039;Preview Images&#039;&#039;&#039; - Images shown as thumbnails when the player is selecting a level. They should show off what the player should expect to see from the environment around the car and engines. &lt;br /&gt;
*GUID - The unique identifier of this level. This must be regenerated if you copy an existing designer level. &lt;br /&gt;
*&#039;&#039;&#039;Family GUID&#039;&#039;&#039; - Not used. Click generate for a unique Family GUID anyway. &lt;br /&gt;
&lt;br /&gt;
===Create An Aesthetic Level===&lt;br /&gt;
If you already have a [[Photoscenes|Photoscene Mod Level]] created you can skip this step. &lt;br /&gt;
&lt;br /&gt;
Right-click the content browser again, and create a new &amp;lt;code&amp;gt;Level.&amp;lt;/code&amp;gt; This is the actual designed level. &lt;br /&gt;
&lt;br /&gt;
[[File:Make Level.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Open the material. UE4 uses standard PBR Metallic-Roughness workflows. What this means is you define a material by giving it: &lt;br /&gt;
&lt;br /&gt;
*a colour (0,0,0 - 1,1,1)&lt;br /&gt;
*telling it how rough it is (0 - 1, 0 being shiny)&lt;br /&gt;
*how metallic it is (0 - 1, 0 being plastic)&lt;br /&gt;
&lt;br /&gt;
as well as a few additional things that help optimise parts of the rendering process, such as:&lt;/div&gt;</summary>
		<author><name>Isaac</name></author>
	</entry>
	<entry>
		<id>https://wiki.automationgame.com/index.php?title=File:Designer_Level_Designer_Types.png&amp;diff=4958</id>
		<title>File:Designer Level Designer Types.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.automationgame.com/index.php?title=File:Designer_Level_Designer_Types.png&amp;diff=4958"/>
		<updated>2023-03-07T06:25:33Z</updated>

		<summary type="html">&lt;p&gt;Isaac: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The default designer types for the designer level&lt;/div&gt;</summary>
		<author><name>Isaac</name></author>
	</entry>
	<entry>
		<id>https://wiki.automationgame.com/index.php?title=File:GUID_setting.png&amp;diff=4957</id>
		<title>File:GUID setting.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.automationgame.com/index.php?title=File:GUID_setting.png&amp;diff=4957"/>
		<updated>2023-03-07T06:22:36Z</updated>

		<summary type="html">&lt;p&gt;Isaac: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How to generate UIDs for most previews&lt;/div&gt;</summary>
		<author><name>Isaac</name></author>
	</entry>
	<entry>
		<id>https://wiki.automationgame.com/index.php?title=File:Make_Level.jpg&amp;diff=4956</id>
		<title>File:Make Level.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.automationgame.com/index.php?title=File:Make_Level.jpg&amp;diff=4956"/>
		<updated>2023-03-07T06:20:40Z</updated>

		<summary type="html">&lt;p&gt;Isaac: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How to make a level in ue4&lt;/div&gt;</summary>
		<author><name>Isaac</name></author>
	</entry>
	<entry>
		<id>https://wiki.automationgame.com/index.php?title=File:Creating_A_Designer_Level.png&amp;diff=4955</id>
		<title>File:Creating A Designer Level.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.automationgame.com/index.php?title=File:Creating_A_Designer_Level.png&amp;diff=4955"/>
		<updated>2023-03-07T06:09:42Z</updated>

		<summary type="html">&lt;p&gt;Isaac: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When right clicking the content browser, this is how you find the Designer Level item to create one.&lt;/div&gt;</summary>
		<author><name>Isaac</name></author>
	</entry>
	<entry>
		<id>https://wiki.automationgame.com/index.php?title=Designer_Level_Mods&amp;diff=4954</id>
		<title>Designer Level Mods</title>
		<link rel="alternate" type="text/html" href="https://wiki.automationgame.com/index.php?title=Designer_Level_Mods&amp;diff=4954"/>
		<updated>2023-03-07T06:04:35Z</updated>

		<summary type="html">&lt;p&gt;Isaac: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;From update 4.3 onwards, Automation supports the creation mod levels that change the environment around the car or engine being designed by a player.  &lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
A &amp;lt;code&amp;gt;Designer Level&amp;lt;/code&amp;gt; is a collection of Unreal Levels with a name, description, preview thumbnails and a year.  &lt;br /&gt;
&lt;br /&gt;
Players have the option to select a different &amp;lt;code&amp;gt;Designer Level&amp;lt;/code&amp;gt; to show when they enter the car &amp;amp; engine designer, or the engine designer. &lt;br /&gt;
&lt;br /&gt;
Usually, &amp;lt;code&amp;gt;Designer Levels&amp;lt;/code&amp;gt; combine [[Photoscenes|Photoscene Mod Levels]] with an additional level containing locators to position the cars and engines that are spawned by the car &amp;amp; engine designers. &lt;br /&gt;
==Workflow==&lt;br /&gt;
#In UE4:&lt;br /&gt;
##Set up a mod.&lt;br /&gt;
##Create and fill out a &amp;lt;code&amp;gt;Designer Level&amp;lt;/code&amp;gt; file.&lt;br /&gt;
##Create your aesthetic level (or reuse a [[Photoscenes|Photoscene Mod Level]]).&lt;br /&gt;
##Create your car and engine locator level&lt;br /&gt;
##Assign variables in Designer Level to your newly created levels&lt;br /&gt;
#In the Automation Workshop Publishing Tool:&lt;br /&gt;
##Set up a workshop item.&lt;br /&gt;
##Share your mod.&lt;/div&gt;</summary>
		<author><name>Isaac</name></author>
	</entry>
	<entry>
		<id>https://wiki.automationgame.com/index.php?title=Automation_Wiki&amp;diff=4953</id>
		<title>Automation Wiki</title>
		<link rel="alternate" type="text/html" href="https://wiki.automationgame.com/index.php?title=Automation_Wiki&amp;diff=4953"/>
		<updated>2023-03-07T06:00:17Z</updated>

		<summary type="html">&lt;p&gt;Isaac: Added Designer Level Mods page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;width: 80%; margin: auto; padding-bottom: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;background: rgba(5,5,5,.4);&amp;quot; | &amp;lt;div id=&amp;quot;mf-about&amp;quot; style=&amp;quot;padding:10px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Header|About Automation}}&lt;br /&gt;
Automation allows the player to become an armchair CEO - to build their own car company from the ground up. Create and run anything from a boutique supercar manufacturer to a mass-market multinational mogul. With powerful tools like the Engine Designer, the player can create cars and their engines in mind-boggling detail.&lt;br /&gt;
&lt;br /&gt;
The grand campaign will start in the year 1946 and run until 2020, with the main goal being to build a successful, renowned car company from scratch. All types of car manufacturers can be led to success if managed properly; building the right image over the years is key. The player’s tasks are to design engines and cars, and to manage factories, production, research and development, as well as advertising campaigns. In-game, time advances at the pace the player chooses and pauses automatically for events and occurrences.&lt;br /&gt;
&lt;br /&gt;
Automation is comprised of three major game components - the Engine Designer, the Car Designer, and the Company Manager. These components are naturally strung together by the game’s goals, made to be user-friendly and intuitive to use. A multitude of tutorial missions, videos, and descriptive texts help car novices become experts. Almost infinite options give the player all the creative freedom to create unique cars with vastly different engines.&lt;br /&gt;
&lt;br /&gt;
{{Header|Core features}}&lt;br /&gt;
&amp;lt;center&amp;gt;In-Depth Engine Design {{*}} Detailed Car Design {{*}} Grand Campaign {{*}} Multiplayer Campaigns {{*}} Online Challenges&amp;lt;/center&amp;gt;&lt;br /&gt;
Visit the official game site at &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://www.automationgame.com/ automationgame.com]&amp;lt;/span&amp;gt; to learn more.&lt;br /&gt;
&lt;br /&gt;
{{Header|Developer}}&lt;br /&gt;
The game is developed by &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://camshaftsoftware.com/ Camshaft Software]&amp;lt;/span&amp;gt;, an indie startup based in Wellington, New Zealand.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 80%; margin: auto; padding-bottom: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;background: rgba(5,5,5,.4);&amp;quot; | &amp;lt;div id=&amp;quot;mf-links&amp;quot; style=&amp;quot;padding:10px;&amp;quot;&amp;gt;&lt;br /&gt;
{{header|Wiki Links}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 80%; margin: auto; padding-bottom: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; width=&amp;quot;25%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;background: rgba(5,5,5,.4);&amp;quot; |&lt;br /&gt;
[[General]] &lt;br /&gt;
*[[Game FAQ]]&lt;br /&gt;
*[[System Requirements]]&lt;br /&gt;
*[[Support]]&lt;br /&gt;
&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; width=&amp;quot;25%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;background: rgba(5,5,5,.4);&amp;quot; |&lt;br /&gt;
[[Singleplayer]]&lt;br /&gt;
*[[Campaign]]&lt;br /&gt;
*[[Scenarios]]&lt;br /&gt;
*[[Tutorials]]&lt;br /&gt;
*[[Sandbox]]&lt;br /&gt;
&lt;br /&gt;
[[Multiplayer]]&lt;br /&gt;
*[[Campaign]]&lt;br /&gt;
*[[Challenges]]&lt;br /&gt;
&lt;br /&gt;
[[Company]]&lt;br /&gt;
*[[Brands]]&lt;br /&gt;
*[[Headquarters]]&lt;br /&gt;
*[[Financials]]&lt;br /&gt;
*[[Staff]]&lt;br /&gt;
*[[R &amp;amp; D]]&lt;br /&gt;
*[[Image &amp;amp; Reputation|Prestige &amp;amp; Reputation]]&lt;br /&gt;
&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; width=&amp;quot;25%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;background: rgba(5,5,5,.4);&amp;quot; |&lt;br /&gt;
[[Making a Car]]&lt;br /&gt;
*[[General Flow]]&lt;br /&gt;
*[[Model / Family System]]&lt;br /&gt;
&lt;br /&gt;
[[Specifics]]&lt;br /&gt;
*[[Chassis Design]]&lt;br /&gt;
*[[Engine Design]]&lt;br /&gt;
*[[Trim Design]]&lt;br /&gt;
*[[Unlock Dates]]&lt;br /&gt;
*[[Engineering]]&lt;br /&gt;
*[[Factory Setup]]&lt;br /&gt;
*[[Marketing]]&lt;br /&gt;
&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; width=&amp;quot;25%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;background: rgba(5,5,5,.4);&amp;quot; |&lt;br /&gt;
[[Modding]]&lt;br /&gt;
*Cars&lt;br /&gt;
**[[Car Body Mods]]&lt;br /&gt;
**[[Custom Paint Mods]]&lt;br /&gt;
**[[Export Material User Data]]&lt;br /&gt;
**[[Rim Mods]]&lt;br /&gt;
**[[Tyre Mods]]&lt;br /&gt;
*Fixtures&lt;br /&gt;
**[[Fixture Mods]]&lt;br /&gt;
**[[Badge Fixture Mods|Badge Mods]]&lt;br /&gt;
**[[Decal Mods]]&lt;br /&gt;
*Photoscenes&lt;br /&gt;
**[[Photoscenes|Photoscene Mods]]&lt;br /&gt;
**[[Prop Mods]]&lt;br /&gt;
**[[Animatic Mods]]&lt;br /&gt;
**[[Designer Level Mods]]&lt;br /&gt;
&lt;br /&gt;
[[The Exporter]]&lt;br /&gt;
*[[Automation to BeamNG]]&lt;br /&gt;
*[[Exporter Plugin SDK]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Isaac</name></author>
	</entry>
	<entry>
		<id>https://wiki.automationgame.com/index.php?title=Designer_Level_Mods&amp;diff=4952</id>
		<title>Designer Level Mods</title>
		<link rel="alternate" type="text/html" href="https://wiki.automationgame.com/index.php?title=Designer_Level_Mods&amp;diff=4952"/>
		<updated>2023-03-07T05:53:43Z</updated>

		<summary type="html">&lt;p&gt;Isaac: Added Designer Level Mods page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;From update 4.3 onwards, Automation supports the creation mod levels displayed when a player is editing a car or engine. &lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
A &amp;lt;code&amp;gt;Designer Level&amp;lt;/code&amp;gt; is a collection of Unreal Levels with a name, description, preview thumbnails and a year. Players have the option to select a &amp;lt;code&amp;gt;Designer Level&amp;lt;/code&amp;gt; to show when they enter the car &amp;amp; engine designer, or the engine designer. &lt;br /&gt;
&lt;br /&gt;
Usually, &amp;lt;code&amp;gt;Designer Levels&amp;lt;/code&amp;gt; combine Photoscene Mod Levels&lt;br /&gt;
==Workflow==&lt;br /&gt;
#In UE4:&lt;br /&gt;
##Set up a mod.&lt;br /&gt;
##Create and fill out a &amp;lt;code&amp;gt;Custom Paint&amp;lt;/code&amp;gt; file.&lt;br /&gt;
##Create your Custom Paint material.&lt;br /&gt;
##Assign variables to the export user data.&lt;br /&gt;
#In the Automation Workshop Publishing Tool:&lt;br /&gt;
##Set up a workshop item.&lt;br /&gt;
##Share your mod.&lt;br /&gt;
==Create your Custom Paint mod==&lt;/div&gt;</summary>
		<author><name>Isaac</name></author>
	</entry>
</feed>