Rex
SMSatisfactory Modding
•Created by Rex on 11/5/2024 in #help-developing-mods
Adding grass to Custom Levels
How would one go about adding grass to a custom level? I haven't done any research yet, but I feel grass spawning might have something to do with
AFGCliffActor
and the fact that mesh CPU access is enabled for meshes used for landscaping (e.g. CliffCone_01
).7 replies
SMSatisfactory Modding
•Created by Rex on 11/2/2024 in #help-developing-mods
BP_VolumeGas not properly removing all gas pillars
I am trying to improve ExampleLevel by making the gas pillars have visible gas clouds. I've implemented the editor-only functions in
AFGGasPillarCloud
that set up the links between gas pillars and gas cloud, and I can see the clouds getting spawned at all 5 pillar locations. However, only 2 out of 5 pillars have their gas clouds removed when destroying them. How can I figure out what is going on? (attachments in follow-up because :CertifiedDiscordMoment:)17 replies
SMSatisfactory Modding
•Created by Rex on 10/30/2024 in #help-developing-mods
Map textures for custom levels
433 replies
SMSatisfactory Modding
•Created by Rex on 10/5/2024 in #modding-resources
[WIP] Blueprint disassembler
https://github.com/Th3Fanbus/Th3ScriptViewer
This is a Python script that takes in JSON files from FModel and tries to draw a graph of the control flow. The output is extremely verbose and tedious to read, and the ubergraph handling could be better (currently there's function stubs that call into the ubergraph, ideally the ubergraph wouldn't show up as such), but it can still be useful to understand what some Blueprint function is doing.
4 replies
SMSatisfactory Modding
•Created by Rex on 10/2/2024 in #modding-resources
How to replace in-editor UE icon to CSS icon
1 replies