Custom maps for MECCHA CHAMELEON
MECCHA CHAMELEON (Unreal Engine 5.6.1, project Chameleon) is built to load user maps. Its install ships the plugins
SteamWorkshopMaps, Mod.io-Main, Mod.io-UGC and Mod.io-UI beside the engine’s own, in the build’s file manifest.
Observed · MECCHA A map reaches the game as a cooked content package built against the game’s own release.
Observed · MECCHA
The official mod kit
Section titled “The official mod kit”The developer publishes a mod kit, MecchaCModKit_Load.zip: a stock Unreal Engine 5.6 project that includes a cooked reference
map (SampleMyUGC). Observed · MECCHA
What a map is
Section titled “What a map is”A map is a content-only plugin: one World Partition level (with streaming off) in Plugins/<P>/Content/Maps, using stock
StaticMeshActors and lights only. Observed · MECCHA
| Requirement | Value | Confidence |
|---|---|---|
| actors | stock StaticMeshActors and lights; no game-specific actor classes | Observed · MECCHA |
| collision profile | CameraBlockWall (a channel named CameraWall) |
Observed · MECCHA |
| UV lookup from hits | bSupportUVFromHitResults=True in the project settings |
Observed · MECCHA |
| Nanite | off | Observed · MECCHA |
| lighting | Lumen with ray tracing | Observed · MECCHA |
| spawn | fixed at the origin: (0, 0, 100) in the kit’s first release and (0, 0, 0) after a game update | Observed · MECCHA |
The kit places the player at the origin at height 100, and after a game update at height 0; which of the two the game uses, and whether the level can set its own start, is unresolved.
Packaging
Section titled “Packaging”The kit is cooked with the Project Launcher in its legacy form: first a FullGame profile with release version 1.0 (the base
the DLC is built against), then a DLC profile for the plugin. Observed · MECCHA The command-line equivalent is RunUAT BuildCookRun with
-DLCName=<plugin> and -basedonreleaseversion=<release>. Sourced · Unreal Engine documentation
What is shipped, per map, is <P>MecchaCModKit_Load-Windows.pak, .ucas and .utoc (an IoStore container beside a small pak),
AssetRegistry.bin and Preview.png, uploaded through SteamCMD as a Steam Workshop item. Observed · MECCHA
The map’s .utoc and the game’s use the same table-of-contents version, 8, and container flags 0x09: unencrypted, unsigned
(IoStore containers). Observed · MECCHA
For a local test the cooked files overwrite the item’s folder under the Steam install: steamapps/workshop/content/4704690/<item id>/. Observed · MECCHA
Importing meshes
Section titled “Importing meshes”Unreal’s Interchange pipeline imports glTF into a level through a headless editor script (import_scene, with the level pipeline
creating actors and materials imported as material instances of a chosen parent material). Sourced · Unreal Engine documentation Collision comes from mesh name
prefixes UBX_, UCP_, USP_ and UCX_ (box, capsule, sphere, convex). Sourced · Unreal Engine documentation