Asset Generator
I asset Dump all the Game/FactoryGame from Satisfactory, i generated all inside the SML but the buildings have invisible parts, somehow the materials are changing places ... i do not know how to fix this.

Adjust volume of a custom Boombox tape
I added a custom boombox tape with the help of this guide:
https://docs.ficsit.app/satisfactory-modding/latest/Development/Satisfactory/Audio.html
It works, but music plays at maximum volume and doesn't react to the volume slider. So i set up an audio bus, assigned my songs to this bus, created an RTPC parameter, linked bus' volume to that parameter and created an AK Game Parameter in Unreal for that RTPC. ...
It works, but music plays at maximum volume and doesn't react to the volume slider. So i set up an audio bus, assigned my songs to this bus, created an RTPC parameter, linked bus' volume to that parameter and created an AK Game Parameter in Unreal for that RTPC. ...

Creating FGInventoryItems with state (FGDynamicStruct) from data
looking into using the "new" item state system that replaced state actors in 1.0. I want to add an item to the player's inventory from just incoming data, no pre-existing item/equipment/et.c, that has some state data pre-filled (in this case, Text). the data is important so I can't just have the deployed item actor come up with a new value from blank itself on spawn.
ideally the solution would be blueprint only since the mod doesn't have any c++ yet.
the only way I can see to do this right now is by making an Inventory Item using the manual make from item class, then either:...
Adding my own buttons to BPW_MapMenu
I'm looking for some help from somebody who knows about UI/widget modding. I am attempting to add some buttons to the BPW_MapMenu hierarchy. Specifically, the map menu has the "Show Stamps on Map" checkbox button at the bottom and I'm trying to add some of my own buttons alongside it. I've attached an unreal editor screenshot of the hierarchy I'm talking about, with the button I'm trying to create siblings for highlighted.
My approach has been to create a UVerticalBox containing my button (starting with one) and add it to the [Overlay] widget, so the vbox is itself a sibling to the mShowStampsButton. But nothing I added to the vbox shows up. I am inexperienced with UI programming, so I don't know if I'm doing something wrong or just falling into common pitfalls. Here's some code to show what I'm doing:
```cpp...
Solution:
To recap the solution, rather than piece together widgets in C++, I made the whole widget in UE and then used Bind on BP Function: Construct to find and insert the widget at runtime, but only because widget blueprint hooks didn't work (the widget only got inserted on the first map screen open... there's a quirk there that somebody might want to sort out... I'd do it if I had more time right now). Then I had to sort out button layout and alignment, which yeshjho helped with.

Trying to access game meshes with FModel.
I tried following the steps on this guide https://docs.ficsit.app/satisfactory-modding/latest/Development/ExtractGameFiles.html on how to extract game meshes from the game, but it didnt seem to work.
I had at first discovered the fact that I needed to use Unreal 5_3 on my own, which allowed me to view the files in general. However, many files are missing from the lists, which can be seen in the screenshot below where I am viewing the FICSIT foundation folder, where there should be far more pieces than are actually present.
I tried following the other steps, like inserting the custom versions information, and providing the directory to the Local Mapping Directory (.usmap) file but this did not help....

Need help with Blueprint/C++ of custom resource extractor
I have been working on a custom version of miner which outputs a fixed resource and requires additional input in form of a catalyst resource consumed per production cycle. The issues are:
- Input Inventory and input connection component dsn't work at all, I have dug through a lot of info on this server and nothing has worked in the end
- Setting custom resource to the output in OnExtractableResourceSet doesn't work at all
- Overriding FactoryTick_Producing works only partially, production cycle float gets iterated but nothing comes out of the output
- As an extra I wasn't able to figure out what can/should be done in Blueprint if needed at all, can't fully understand from modding starter project guide...
Replace the model and name of an item in the base game using a mod
I'm an ultra-newbie so forgive me if I'm being stupid. I am trying to create a simple mod that replaces the models and names of all 3 of the nuclear fuel rods with different names and different models, but preserves their base game functionality. I have gotten started with modding by following both the general modding tutorial as well as the ContentLib tutorial, but they didn't really answer my question. How would I go about doing this? Is there a helpful tutorial somewhere online? Any help is a...
Can't build FactoryGame in VS
When I get to build FactoryGame, it fails. I can't find the reason. It seems there's files missing.
Checked Wwise setup many times, seems fine.
Didn't see anything in the guide ressembling the error I get.
Any help would be appreciated to compile it....
Solution:
guess I'll have to restart from scratch, WWise still sees the integration without the folder
Asset Dumper Installation
Newbie here. I've installed all the modding things from the documentation and have the starter project loading successfully in UE. I would like to dump all the assets to a CSV to get part/recipe information with this tool. First, is this possible. Second, is this the best method? Lastly, if those are both true, can I just use the starter mod for this plugin and what are the next steps? The documentation isn't super clear for someone with my limited experience coding.
Get the player's "nametag"/"chat" name
I need a string to identify players for an external API. I don't mind if the name is not stable across sessions (ex. player changing their Steam display name). My first thought for this was the player's nametag name - how can I get a player's display name as it appears in the BPW_PlayerNameTag widget from a server context? Alternatively, any other string identifier for players should work for my use case.
Solution:
PlayerState
's Get PlayerName
function seems to return it. tested on dedicated server, code running server side, and it gives me the name that appears when I send a chat message
Curing the Zombie Node Apocalypse
So in Resource Roulette I spawn a bunch of nodes, these nodes are spawned with the transient flag and their vital information is stored in a struct which is re-created every time the save is reloaded, vs serializing a bunch of actors to the savefile.
However, somehow a large number of actors are being serialized to the savefile with incomplete information, so I need to ensure I
1. Properly cull these nodes in their entirety, to prevent them from being serialized
2. Find a way to search through and destroy any such nodes that currently exist in a save to improve load times...
The following packages could not be installed...
I'm following the modding documentation getting started guide and am installing Visual Studio Community 2022. I got the following list of packages unable to be found when importing the SML.vsconfig configuration file. Is this normal and expected or have I managed to royally mess stuff up?
Solution:
I guess if you run into the same issue, wait 15 mins and try again!

Equipment Widget
Has anyone implemented an Equipment Widget since 1.0? I'm trying to figure it out myself but figured I should ask here as well.
Crash on garbage collection of WidgetInteraction Component
I've had a long time problem with my mod (UEVR Enhancements) that it crashes whenever the player returns to main menu. The error is an EXCEPTION_ACCESS_VIOLATION on deallocating a WidgetInteraction Component.
I believe this is an upstream engine bug, but it's unlikely the main game or other mods use the WidgetInteraction Component - but my mod relies on it.
To replicate the problem:
- Add an Actor to the Example Mod called "CrashTestActor" and add a "WidgetInteraction" Component to it...
Exit code 6 MSB3073
While setting up my environment in vs 2022, I went to go build FactoryGame and I got 1 build fail what exited with code 6.
Solution:
@Robb (PC no longer dead) @Rex [they/them] Thanks for your help! I uninstalled the engine and reinstalled it and realized that the win64 bin1 file was not in the same folder and that it could have messed up the build.

Loading level on game startup
Hi all,
I'm experimenting with custom levels for Satisfactory. I've completed the tutorials (thanks Robb and RedstonePfalz for this solution https://discord.com/channels/555424930502541343/1336077314114457640/1336094713249529980), cloned the example level and started editing it.
It would be really cool if when I click the "Alpakit!" button, my game started with me already in my edited level, without having to go through New Game menu.
How can I achieve this?...
Importing assets from FAB
hi, so maybe a weird question but i lowkey don't get UE that well - let's say I download an asset from fab (3d model) via plugin and it works fine when it's in all>content, but the moment i move it out to a modreference>content>buildables they all get borked (MIs, meshes losing their materials). On materials I got "Param2D> Found NULL, requires Texture2D"...
it breaks because of some redirectors maybe? is there a way to download an asset from FAB and have it work from the mod folder?...
Solution:
okay, so to include both ways and mark this question as answered, I'll merge it into one message:
Rex's approach:
1. download and install UE 5.3 from Epic Games 2. create a blank project in that UE 5.3...
Crash when re-load
In my Architecture+ mod, I configure the customizations with this code:
If I save the game and reload it directly, so without leaving the game, it crashes
I think that reloading does not empty the memory of the customizations and there is therefore a conflict
How to empty the memory before reloading these customizations?
I tried with the 3 outputs of Switch on ELifecyclePhase but it doesn't change anything...
Solution:
Ah, try making it a Game Instance Module instead

How to replace a font?
Does anyone have any tips about modding a font? I've been trying to change this
DescriptionText
font, but so far unsuccessful. I'm only interested in changing it for Signs, if that's a simpler task.