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Author Topic: Questions about PES mobile modding  (Read 183 times)
McMan
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Questions about PES mobile modding
« on: June 22, 2025, 23:06 »

Hi everyone,
I’m trying to create a patch for the Chinese version of eFootball mobile, and I’ve been following a workflow very similar to the one described here:https://franklygd.github.io/Spyro-Reignited-Trilogy-Asset-Replacement/Preparing-Modding/Replicating-the-Game-Structure-Unreal/
However, I haven’t been successful so far. I have a few questions:
   1.   Do I need to cook my assets using the exact same version of Unreal Engine as the game ?
   2.   I’m making a patch for the Android game, but my .uasset and .uexp files are cooked for Windows. Can I still use them after packing them into a .pak file, or must I cook them specifically for Android?

Thanks in advance for any help or clarification!
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