Having issues with quick switch groups

I'm making a custom foundation type but I'm having issues incorporating in the existing foundations. It just appears in every group, and if I switch material it just disappears. I'm also having issues with the material (for now I just have the concrete type)
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20 Replies
Spokloo
Spokloo19h ago
I put it in the swapgroup 5 hoping it would give it it's own group, while it seems to work, it doesn't really. If I put it in swapgroup 3, it shows up in a separate group when swapping materials but is in the same group in the grip metal material, which considering this wheel above makes sense since it appears to be in group 3 How can I put it in a different group as full foundations and half foundations? And make it switch material when clicking to switch material?
D4rk
D4rk18h ago
The parts that show up on the quick switch wheel are parts that all share the same Category and Subcategory in their descriptors and they are separated by the customizer buildable map they are assigned to. If your part is not assigned to a buildable map then it belongs to the "no filter" group, which is why it shows up in all materials.
Spokloo
Spokloo18h ago
Hmm, what's a buildable map exactly? Where is it referenced? I probably didn't touch it then
D4rk
D4rk18h ago
FGFactoryCustomizationDescriptorMaterial->mBuildableMap The games descriptors are in this folder /FactoryGame/Buildable/-Shared/Customization/Materials/ You will need to add your parts to these maps via CDO if you want them to use the material
D4rk
D4rk18h ago
Like so. Note that the map entries have to be unique
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D4rk
D4rk18h ago
BlueprintReadWrite=(Class="/Script/FactoryGame.FGFactoryCustomizationDescriptor_Material", Property="mBuildableMap")
Spokloo
Spokloo18h ago
I see, thanks, I'll take a look at this and let you know if it worked I assume this should be in the buildable descriptor?
D4rk
D4rk18h ago
No, you would run that code from a mod module or subsystem. The CDO edit should only be done once and sometime early in loading. Use Module->EventOnLIfeCycle or Subsystem->BeginPlay
Spokloo
Spokloo17h ago
I'm not really familiar with those, where can I find this? Is it in a specific blueprint or something else entirely?
D4rk
D4rk17h ago
Your mod should already have a GameWorldModule so you can put the code in there. You will also need the access transformer I posted to expose the property. (read the docs thoroughly) https://docs.ficsit.app/satisfactory-modding/latest/Development/ModLoader/AccessTransformers.html https://docs.ficsit.app/satisfactory-modding/latest/Development/ModLoader/ModModules.html https://docs.ficsit.app/satisfactory-modding/latest/Development/ModLoader/Subsystems.html
Access Transformers :: Satisfactory Modding Documentation
UE-CSS 4.25.3 build 42 adds a new feature: the ability to make accessors for fields, add friend classes, and make properties BlueprintReadWr...
Mod Modules :: Satisfactory Modding Documentation
Mod Modules are a system provided by SML that allows for simple hooking into the engine life-cycle at key locations important for Satisfacto...
Subsystems :: Satisfactory Modding Documentation
If you’re looking for the subsystems that SML provides by default, check out the Registry page. Subsystems are actors that exist...
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Spokloo
Spokloo15h ago
Ok thanks so much! So if I understood correctly, the root game world module calls a subsystem each time a save is loaded which adds to the buildable map right?
D4rk
D4rk15h ago
No, you dont need a subystem at all. Do all of your CDO edits in the GameWorldModule and that should be all you need
Spokloo
Spokloo15h ago
Ooh ok And do I need a BeginPlay or EventOnLifeCycle to start or since it's the root game module it's automatic?
Rex
Rex15h ago
GameWorldModule uses the latter
D4rk
D4rk15h ago
Modules are not actors and they don't have BeginPlay Use OnLIfeCycleEvent
Spokloo
Spokloo14h ago
Alright thanks What's that Target node called? I can't find it
D4rk
D4rk14h ago
That is a property that you have to expose with access transformers. https://discord.com/channels/555424930502541343/1296535306123874376/1296551116997398599
Spokloo
Spokloo14h ago
Aaaah I see And how do I know which buildable map it is targetting? Oh nevermind that's the CDO getter
Spokloo
Spokloo14h ago
Hmm, might have broken some things
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Spokloo
Spokloo14h ago
Clicking it crashes my game
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