Override base game static mesh
As the title says, I'm trying to figure out how to replace a base game static mesh with a custom one, but I can't seem to find a way to do this in the documentation.
Is this not possible, or am I just being dumb?
21 Replies
Do you want to replace any mesh in particular? In some cases (e.g. items), it might be easier to accomplish
My specific end goal is to replace the collisions of the locomotive.
As far as I can tell, the collisions of the locomotive are attached to
FactoryGame/Buildable/Vehicle/Train/Locomotive/Mesh/SM_Locomotive_LOD4
, which is a static mesh.
If you check the Locomitive BP, it has a Skeletal Mesh component for the actual train object, and then SM_Locomotive_LOD4 as a LOD object and for the collisions.
I've already reimported SM_Locomotive_LOD4 and was able to verify that the collisions on the placeholder object do match the ones in game
And I've already edited the collisionsAh, you can use a CDO edit to replace the collision mesh
https://docs-dev.ficsit.app/satisfactory-modding/latest/Development/BeginnersGuide/overwriting.html#_use_cdo_manipulation
In the
Dev
branch of the modding repo, there's an example of a CDO edit in ExampleModI'm not sure I'm quite following.
I've been to that page on the docs, and didn't really understand how to actually use CDOs
I'm just gonna work my way through the project setup section of the docs for a 2nd time, and make sure I got everything in there
Yeah, I definiteley missed a bit there lol
The CDO (Class Default Object) works as a "template", and stores the default values used when spawning objects of a given class.
The idea of a CDO edit is to change the values in a CDO, so that objects get created with different initial values
What I'm not understanding is how does one actually set up a CDO modification?
Just in general, I flat out don't understand what I'm supposed to do.
Do I need to copy the base game file to my mod?
Is it all done within some Blueprint?
If so, what kind of Blueprint and where?
It is done in code
Right, I've never used C++ in UE5
Code can be Blueprint too
Time to read the C++ documentation then
Ah, I have this screenshot
Yeah, but where is that BP
how do I set it up?
Make a Game World Module (docs explain how), and in there you should be able to override a function
Could also be a Game Instance Module
I... miseed the fact the root game object had a full BP editor
Look, it's been a while since I used UE5 lmao
It's OK, it happens. Good to know, though: I'm pretty sure it's a rather common pitfall, especially for newcomers
Oh for sure, might be worth appending something about it to the docs?
I mean I've been using UE as a hobby since UE4 became available to the public (back when you actually had to subscribe to use it)
I just forgor 💀
Yes, if you have any ideas feel free to PR any fixes/improvements
This button brings you to the GitHub repo where docs are, and from there you can edit the page
👍
Done
Anyways, back to BP editing