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
Rex
Rex5h ago
Do you want to replace any mesh in particular? In some cases (e.g. items), it might be easier to accomplish
The Urban Goose
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 collisions
Rex
Rex5h ago
Ah, 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 ExampleMod
The Urban Goose
I'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
Rex
Rex5h ago
The CDO (Class Default Object) works as a "template", and stores the default values used when spawning objects of a given class.
No description
Rex
Rex5h ago
The idea of a CDO edit is to change the values in a CDO, so that objects get created with different initial values
The Urban Goose
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?
Rex
Rex5h ago
It is done in code
The Urban Goose
Right, I've never used C++ in UE5
Rex
Rex5h ago
Code can be Blueprint too
No description
The Urban Goose
Time to read the C++ documentation then
Rex
Rex5h ago
Ah, I have this screenshot
No description
The Urban Goose
Yeah, but where is that BP how do I set it up?
Rex
Rex5h ago
Make a Game World Module (docs explain how), and in there you should be able to override a function
No description
Rex
Rex5h ago
Could also be a Game Instance Module
The Urban Goose
I... miseed the fact the root game object had a full BP editor Look, it's been a while since I used UE5 lmao
Rex
Rex5h ago
It's OK, it happens. Good to know, though: I'm pretty sure it's a rather common pitfall, especially for newcomers
The Urban Goose
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 💀
Rex
Rex5h ago
Yes, if you have any ideas feel free to PR any fixes/improvements
Rex
Rex5h ago
This button brings you to the GitHub repo where docs are, and from there you can edit the page
No description
The Urban Goose
👍 Done Anyways, back to BP editing
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