Getting Started: Setting Up a New LyraStarterGame Project
Before you can do much with LyraStarterGame, you first need to create a new UE5 LyraStarterGame project and customize it for yourself.
Step 1: Create a GameFeature Plugin
UE5+Lyra is set up such that you should never touch the base code. Michael Noland says “think of Lyra like it’s engine code.”
What we do then to create a new game is we make a “GameFeature Plugin” for Lyra. It’s less of a plugin in the traditional sense and more like a mod.
By containing all of our work in our own plugin, we ensure it will be as easy as possible to integrate future upgrades, bug fixes, etc that Epic produces on the base Lyra framework.
How To Create a GameFeature Plugin
Step 2: Configure Game Feature Data
Once you have a plugin, you need to tell Lyra’s Asset Manager where to find files for your plugin.
How to Configure Asset Manager for GameFeature Plugins
You’ll also need to add a Gameplay Cue path so you can make custom Cues:
Add GameplayCue Path to GameFeatureData
Step 3: Create Your Dev Experience
An “Experience” in Lyra is essentially some form of user interaction. It’s a map along with a set of inputs and controls that may or may not be shared with other maps or other experiences.
The first experience you set up is the hardest, there is some boilerplate stuff that needs to be done for your mod.
For that reason we’ll set up a purely development focussed experience so we’ll have a basic starting point.
How to Create Your Dev Experience
Congratulations
You now have a LyraStarterGame project that is your very own!
Time to learn more about LyraStarterGame and build your game!