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:
In-Game Clipboard :: Satisfactory Modding Documentation
Satisfactory offers a clipboard functionality to copy-paste configuration options between machines. It’s possible to extend this funct...
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Solution
D4rk
D4rkβ€’2w ago
In-Game Clipboard :: Satisfactory Modding Documentation
Satisfactory offers a clipboard functionality to copy-paste configuration options between machines. It’s possible to extend this funct...
D4rk
D4rkβ€’2w ago
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.
Jean Michel
Jean MichelOPβ€’2w ago
Thank you, I will look into this.
Jean Michel
Jean MichelOPβ€’2w ago
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?
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Robb
Robbβ€’2w ago
Wire mod specific stuff won't be in the standard project of course You need to create your own descendant class of clipboard settings
Jean Michel
Jean MichelOPβ€’2w ago
Then in C++ Thanks
D4rk
D4rkβ€’2w ago
No, you can do this 100% in blueprints
Jean Michel
Jean MichelOPβ€’2w ago
How?
D4rk
D4rkβ€’2w ago
Which part of this are you struggling with?
Jean Michel
Jean MichelOPβ€’2w ago
I can't find the blueprints: Get clipboard... & Copy-Paste settings And I don't know how to create them like Robb suggests
Jean Michel
Jean MichelOPβ€’2w ago
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D4rk
D4rkβ€’2w ago
Override these functions on the builder
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Jean Michel
Jean MichelOPβ€’2w ago
Thanks!
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Jean Michel
Jean MichelOPβ€’2w ago
@D4rk Thank you for your help The 1/2 neuron I have left sometimes has trouble remembering basic instructions
Robb
Robbβ€’2w ago
- 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?
Jean Michel
Jean MichelOPβ€’2w ago
"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
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Robb
Robbβ€’2w ago
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
D4rk
D4rkβ€’2w ago
Looks great, glad you got it working. 😎 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.
Jean Michel
Jean MichelOPβ€’2w ago
Do you think it's safer to convert it to FGBuildableWall? So far, I haven't encountered any problems, even during save-loading.
D4rk
D4rkβ€’2w ago
You can leave them as is. Being a FGBuildableWallLightweight makes no difference.
Jean Michel
Jean MichelOPβ€’2w ago

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