Task Force Guide

How to Upload a Workshop Map for Task Force

How to Upload a Workshop Map

Overview

A basic guide for uploading your custom made map to the Steam Workshop for use in Task Force.

Preface

This is a basic guide for organizing your project files and uploading your custom map into the Steam Workshop for use in Task Force. There is a guide for obtaining the Task Force UE4 Project File HERE..

File Organization

For you map to upload properly, your files must be located within the correct folders. First make sure that your map (.umap) file is located within the Content > Maps > Workshop folder. For this guide, I will be using “Example” as my map name.


Next, all of the content you’ve added to your map (meshes, materials, etc.) must be located in a folder, that has the same name as your map, within the Content > Environment > Workshop folder.


I have uploaded some basic blocking meshes into my Example folder and blocked out a quick structure for demonstration.

Uploading

Once your map is built, your files are organized, and you are ready to upload your map, launch Task Force and click on the Steam Workshop Button on the Main Menu.


Click on the Create Button once you are in the Workshop Home Screen.


Fill out the Map Details Panel with your Map Name, select a Preview Image, choose your Game Modes and write a brief description.


Next, in the Content Panel, under Project, browse and choose the Task Force UE4 Project File


Then, under Map, browse and choose your .umap file.


Finally, click Save + Upload and the game will handle the rest.


You can watch the Status, however, the first time you upload may take quite a while (30+ mins), but should go much faster with any updates that you do later.


Once it’s finished uploading, assuming there were no errors, the workshop page for your map will pop up and you will need to subscribe to your map.

Testing Your Map

Once you have subscribed to your map in the Steam Workshop, close Task Force and restart Steam to trigger the download.


Once the map has finished downloading. Start Task Force and navigate to the Workshop menu in game. Next to your map you will see a “TEST” button. Click this button launch and test your map.


If you do not have access to the “TEST” feature, please contact a community manager.

Basic Troubleshooting

If your map is failing to cook / upload there are some quick checks that you can do to see what’s causing the errors. First, make sure that your content is organized correctly. A trick for doing this is using the Migrate Asset Action withing the Unreal Content Browser. Navigate to your .umap file (Content > Maps > Workshop) and right click on your map. Use the drop downs to navigate to Asset Actions and select Migrate.


This will open an Asset Report that can be used to see everything that your map is referencing and it’s location. Your map should only reference content within 3 folders. First is the Blueprints > Workshop folder. These are the game provided blueprints: Spawn points, bomb zones, extraction zones, ladders, etc.


Second is your map’s content folder. (Environment > Workshop > Example)


Third is the Maps > Workshop folder where your .umap file is located.


I find it easiest to collapse folders as you confirm the correct location. of files like this.


Next you can do a Map Check to check your map for errors. If you see any errors, be sure to fix them before trying to upload again.


Another way is to check for errors is to “Build” your map. This will let you know if there are any errors that need corrected as well.


Finally, you can check your build logs. In your project folder, navigate to Saved > Logs and open your most recent log after a failed upload / cook. Open the text document and browse for Errors that cause the cook to fail. One time my builds were crashing and I couldn’t figure out why. Turns out that the file names were too long and I had to rename some assets that I was using.

I’m Here to Help

If you have any questions or need help with something, please reach out. I’m not a professional developer, but I have access to them and can get answers if it’s something that we cannot figure out together. My next guide will be about adding physics to your meshes so you can have things like bullet penetration and sounds (footsteps and bullet impact).

SteamSolo.com