Unexpected crash after mod deletion

Override dismantle event

Change resource node behavior (or miner?)
Instant replication
New Building with ContentLib
Adding grass to Custom Levels
AFGCliffActor
and the fact that mesh CPU access is enabled for meshes used for landscaping (e.g. CliffCone_01
).Material for generated icon doesn't show

Space elevator parts MOD

packagestore.manifest missing/not generating
How can I save the Static Mesh transform of an FGBuildable?
BP_VolumeGas not properly removing all gas pillars
AFGGasPillarCloud
that set up the links between gas pillars and gas cloud, and I can see the clouds getting spawned at all 5 pillar locations. However, only 2 out of 5 pillars have their gas clouds removed when destroying them. How can I figure out what is going on? (attachments in follow-up because :CertifiedDiscordMoment:)- mProximityPillarWorldLocations.Add(Pillar->GetActorLocation());
+ mProximityPillarWorldLocations.Add(Pillar->GetActorLocation() + FVector(0, 0, Pillar->GetEffectHeightOffset()));
- mProximityPillarWorldLocations.Add(Pillar->GetActorLocation());
+ mProximityPillarWorldLocations.Add(Pillar->GetActorLocation() + FVector(0, 0, Pillar->GetEffectHeightOffset()));
Help with adding custom fuel item to drone port
Ocean Material
BP_Water
, and assigned the MM_Ocean
material from the prototype folder where the new lake material is, but it doesn't appear to be the same. It looks like this compared to the ocean water in-game:BP_Water
that you spawn. They have different material instances depending on which type of water you want to use, and several floats and linear colors to configure the materials.
Fixing Train behavior ?

Map textures for custom levels
Material_UI_MapFog
has non-parameter references to the four sliced map textures, but we do not have the actual implementation of the material in the starter project.
How to determine which side of a buildable a line trace hit
hitResult.ImpactNormal.Z
to determine if I hit the top of a buildable, but doing hitResult.ImpactNormal.Y
will give different results based on how the buildable is rotated. Is there any way I can determine "This hit the left side"?EFoundationSide
How to filter items from BP_Config_Property_Class?
BP Config Property Class
, it's limiting by the Base Class FGEquipmentDescriptor
.
The issue is that I couldn't find any way to filter out even more items from that list....Widget_CP_Base
(you can copy the whole Widget_CP_Class
)
- Here you will edit how the widget get the data and display it in the dropdown box (In my case I prepared the data in my game instance so I could re-use to validate the user input).
...
How do I get the building descriptor of a building that's not unlocked yet?
FindNativeClassesByType
of class FGRecipe
, it returns all recipes, unlocked or not. Note that there are still a few broken recipes in game (and possibly included with some mods), so you'll want to do IsValid
checks on all recipes and descriptors before calling functions on them because they might be null or have have null data in them.
How to use the Production Indicator ?
GetProductionIndicatorStatus
Trying to export 3D models from Unreal to Blender
