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CEEDevKitUE5Tools

Python tools and migration reference for Conan Exiles mod makers upgrading to UE5.

Run all devkit scripts from the UE5 Devkit Output Log:


Materials

Why EyeAdaptation → Divide is required in UE5

Conan Exiles UE5 uses Eye Adaptation (auto-exposure) which dynamically adjusts scene brightness. Without compensating for it in emissive materials:

  • Daytime — emissive glow is barely visible because the scene is bright and eye adaptation dims everything
  • Nighttime — emissive is massively blown out and overexposed

The fix is to divide the emissive value by the current Eye Adaptation value, so the emissive output scales correctly with the scene exposure at all times of day.

EyeAdaptation

check_eye_adaptation.py

Scans all Surface materials in your mod folder and reports which ones have Emissive Color connected but are missing the EyeAdaptation node.

fix_eye_adaptation.py

Automatically inserts EyeAdaptation → Divide → Emissive Color into every material that needs it.

⚠️ Backup your mod folder before running this script. It modifies and saves materials automatically with no undo. Make a copy of your Content/Mods folder first.

  1. Set MOD_PATH to your mod folder
  2. Run with DRY_RUN = True first to preview changes
  3. Set DRY_RUN = False to apply

Asset Validation

check_broken_references.py

Scans all assets in your mod folder (Blueprints, particle systems, meshes, materials, etc.) and reports any references that point to packages that no longer exist.

Useful for finding assets that lost their references during the UE4 → UE5 migration (shown as None in the editor). Outputs the old path the reference used to point to, so you can track down or replace the missing asset.


Phantom Asset Finder (Devkit-Only References)

Finds base-game assets that exist in the devkit but not in the shipped game — these cause missing textures and materials at runtime even though everything looks fine in the editor.

Workflow

Step 1 — build_game_package_list.py Run once with plain Python 3 outside the devkit. Scans all shipped game UTOCs via UnrealPak and builds a complete list of every package that actually exists at runtime. Re-run after game updates.

Requires UnrealPak.exe from your UE5 devkit and Conan Exiles installed via Steam.

Step 2 — find_devkit_only_refs.py Run inside the devkit Python console. Loads the package list from Step 1, scans every asset in your mod folder, and flags any dependency that exists in the devkit but is missing from the shipped game.

Results are saved to Desktop\devkit_only_refs.txt.


UE4 to UE5 Blueprint API Changes

UE4 UE5 Notes
Event StartBuff Event OnStartBuff Same pins
Clear Buff Remove Buff Call (Buff System Interface) Target = OwningCharacter, pass Get Class(self)
Client Clear Buff Remove Buff Call (Buff System Interface) Same as above
Remove Buff Widget Removed Widget lifecycle is automatic. Use OnClearBuff for cleanup
Add Buff Widget Call Signal Buff Added on Owning Client Also needs Initialize Buff System first
Get Buff Duration Get Remaining Buff Duration Returns remaining seconds (float)
Stop Buff Sound StopBuffSound Same node, space removed from name
Get Skeletal Mesh Get Skeletal Mesh Asset On SkeletalMeshComponent
CreateInputBox BP_EE_InputBox subclass pattern See blueprints/
ShowInputBox Open(0) on widget instance
SignalInputUserActionPerformed OnConfirmed / OnCancelled dispatchers

Common Load Errors

Invalid value for PACKAGE_FILE_TAG

UE4 binary asset copied directly into UE5 project. Fix: export as CSV from UE4 devkit, reimport in UE5.

Failed import for [Property] ... : [GUID]

Struct property GUIDs changed between UE4 and UE5. Fix: open the Blueprint, find the Make/Break struct node, right-click → Refresh Node.

Invalid frame rate provided: -0.001s

Animation sequence has corrupt frame rate from UE4 to UE5 migration. Fix: enable Use Default Sample Rate in Asset Details, or reimport from source FBX.

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Python tools and UE4 to UE5 migration reference for Conan Exiles mod makers

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