For the majority of the guide images will be using the lit view option. Following that are the various views we can use to see the wireframe, unlit, lit, detailed lighting, lighting-only views and collision of objects in our level.Next to that is the button that allows us to enable or disable real-time movement and animation in the viewport.The P button is the Viewport type, allowing us to switch between Perspective or one of the 3 orthographic views to see the level from any of the 3 coordinate planes.This viewport bar here allows us to change how we view the viewport, which displays our level. However because we will be using pre-defined objects to build our level, most of these will not be necessary for this level. To the far left is the toolbar, which contains brushes and modes that can be used to create or modify objects to your liking. On this screen you will see the majority of the tools we will be using to make our level (and alot of tools we may never use). Due to differences between the two engines, the game is unable to be ported to UE4 and therefore we use UDK for modding. Hat in Time runs on Unreal Engine 3, which is unfortunately no longer supported by Epic Games, instead focusing on UE4. Important Note: During your modding, the editor may crash for a number of reasons, so remember to save frequently! Although an autosave is provided (toggleable at the very bottom-right of the editor window), it may not always work correctly, so remember to save manually every now and then! Once you do load it up, you will see the Welcome box, the content browser (both of which you can close or minimize for now), and the main window.
It may take some time for the editor to load all the in-game assets (expecially if you have many mods installed with custom content or have a below-par computer).
To launch the editor, you can just click the Launch Editor Button at the bottom-right of the Mod Creator window. Now that you have created your directory and have specified a name and some details, it's time to get into making the actual level. Do not worry about tags or the other tabs, as these will only come into play when it's time to upload the mod to the workshop. You can go ahead and fill in these boxes as you see fit, but for my case I'm just going to throw in some simple text to be used as a place holder. You can click on the question mark icon to set an icon to represent your mod, but be aware that your icon must be a square image scaled by the power of 2 (128x128, 1024x1024, etc.) OR in some cases an even number square image (such as 500x500), and MUST be under 1 Megabyte (MB), as Steam won't allow anything larger. Do note that your mod folder must not match a mod folder of the same name, otherwise you won't be able to use it for your mod. You can change it at any time by clicking on the mod within the Mod Manager. This is where you will specify your mod title, description, icon, and prepare and upload your mod when you finish it.
When you do create a new mod, another dialogue box appears. Within this box, you want to create a new mod. It should look like this (Except without any mods like I have here) That's where the Mod Creator tool comes in handy. In order to begin making mods, you need to create the directory where your mod will go. This can be found under the tools section of the Steam Library.
To start modding, you must first download the mod creator.