How to use copy and paste with blueprints?
I would like to use it on walls and windows to which I have added parameters
Solution:Jump to solution
Here are the clipboard docs
https://docs.ficsit.app/satisfactory-modding/latest/Development/Satisfactory/Clipboard.html...
In-Game Clipboard :: Satisfactory Modding Documentation
Satisfactory offers a clipboard functionality to copy-paste configuration options between machines. Itβs possible to extend this funct...
21 Replies
Solution
Here are the clipboard docs
https://docs.ficsit.app/satisfactory-modding/latest/Development/Satisfactory/Clipboard.html
In-Game Clipboard :: Satisfactory Modding Documentation
Satisfactory offers a clipboard functionality to copy-paste configuration options between machines. Itβs possible to extend this funct...
I recommend doing this through an RCO though, otherwise it probably not work in MP. Also, I'm fairly certain this will not work if your walls are set up as lightweights.
Thank you, I will look into this.
I created a class with basetype FGFactoryClipboardSettings
But I can't find any of the blueprints mentioned in the documentation.
I analyzed the Circuit code and couldn't find them.
Are they in this C++ section?


Wire mod specific stuff won't be in the standard project of course
You need to create your own descendant class of clipboard settings
Then in C++
Thanks
No, you can do this 100% in blueprints
How?
Which part of this are you struggling with?
I can't find the blueprints: Get clipboard... & Copy-Paste settings
And I don't know how to create them like Robb suggests

Override these functions on the builder

Thanks!

@D4rk Thank you for your help
The 1/2 neuron I have left sometimes has trouble remembering basic instructions
- are your walls set up as lightweights?
- is there a reason this is done via building configuration and not separate buildings? as far as I know the base game only does configurable walls for door behavior
- does your configuration system work in the blueprint designer?
"are your walls set up as lightweights?"
Yes
"is there a reason this is done via building configuration and not separate buildings?"
I'm providing the separate buildings in the usual way, but I wanted to try another method, just for the fun of adding some special effects.
"does your configuration system work in the blueprint designer?"
Yes


thanks for the info, and good to know that this works with lightweights too. I don't know much about buildings so I try to ask good questions
Looks great, glad you got it working. π
FGBuildableWallLightweight is just a class extension. For a part to be lightweight it must:
1. Have an AbstractInstanceDataObject
2. mCanContainLightweightInstances = true
3. mManagedByLightWeightBuildableSubsystem = true
Any savegame properties that are being copy pasted here would get wiped out when the buildable actor is destroyed and the lightweight instance is created, so these parts cannot work correctly as lightweights.
Do you think it's safer to convert it to FGBuildableWall?
So far, I haven't encountered any problems, even during save-loading.
You can leave them as is. Being a FGBuildableWallLightweight makes no difference.