Phenakist
Phenakist
SMSatisfactory Modding
Created by Marcio Neves on 11/17/2024 in #help-developing-mods
Project no longer builds
same, so curious if that is the link
40 replies
SMSatisfactory Modding
Created by Marcio Neves on 11/17/2024 in #help-developing-mods
Project no longer builds
what version of VS2022 are you guys running, maybe its a VS ver issue instead?
40 replies
SMSatisfactory Modding
Created by Marcio Neves on 11/17/2024 in #help-developing-mods
Project no longer builds
if it's not the code directly, it might be a mutlithreading issue that's using the __has_feature
40 replies
SMSatisfactory Modding
Created by Marcio Neves on 11/17/2024 in #help-developing-mods
Project no longer builds
No description
40 replies
SMSatisfactory Modding
Created by Remus on 11/12/2024 in #help-developing-mods
UE5 Modelling help
Any particular reason you'd want to avoid creating in a model creation specific program? Ue does make it super fast, once your model is imported you just need to right click > reimport to update your changes
26 replies
SMSatisfactory Modding
Created by MatthewThe69er on 11/17/2024 in #help-developing-mods
Making a fleshed out, custom map
I've been interested to do this as well, just a big undertaking solo so not started anything
10 replies
SMSatisfactory Modding
Created by Beef on 11/15/2024 in #help-developing-mods
Moving Meshes at Runtime
let me know how it goes!
23 replies
SMSatisfactory Modding
Created by Beef on 11/15/2024 in #help-developing-mods
Moving Meshes at Runtime
Looks like you could just take your existing NodeData.Location & PlayerLocation and use that as the same rules to calculate & update on a per tick basis to test functionality
23 replies
SMSatisfactory Modding
Created by Beef on 11/15/2024 in #help-developing-mods
Moving Meshes at Runtime
Yea I feel like it's got no way of setting other than the initialisation stage. So as an example for a runtime moving platform its this below: void AMovingPlatform::Tick(float DeltaTime) { // Pass to base Super::Tick(DeltaTime); FVector location = GetActorLocation(); location += FVector(15 * DeltaTime, 0, 0); // Update location based on DeltaTime SetActorLocation(location); }
23 replies
SMSatisfactory Modding
Created by Beef on 11/15/2024 in #help-developing-mods
Moving Meshes at Runtime
haha thanks, yea hopfully I can help! it's like a semi known language, I can read it and understand whats going on and speak words but I will miss parts of the sentance structure xD
23 replies
SMSatisfactory Modding
Created by Beef on 11/15/2024 in #help-developing-mods
Moving Meshes at Runtime
ill take a look; my C++ is not that strong, so just trying to help where I can will see if I spot anything! 😄
23 replies
SMSatisfactory Modding
Created by Beef on 11/15/2024 in #help-developing-mods
Moving Meshes at Runtime
try updating it per game tick to see if it just works at all, if it does work you can then move it to be a called event instead knowing it should fire
23 replies
SMSatisfactory Modding
Created by Beef on 11/15/2024 in #help-developing-mods
Moving Meshes at Runtime
not touched much C++ for satisfactory atm, so not fully in the know just generally seen a lot of thgeir classes have tick off by default not on
23 replies
SMSatisfactory Modding
Created by Beef on 11/15/2024 in #help-developing-mods
Moving Meshes at Runtime
transform does the exact same thing, just easier to have in one, less repetition on your end for the same purpose! I am just thinking if tick is not enabled or it doesnt have an event dispatch equivalent, it will never be enacted to update
23 replies
SMSatisfactory Modding
Created by Beef on 11/15/2024 in #help-developing-mods
Moving Meshes at Runtime
are you able to send the file so I can take a look? I assume these are static meshes? there could be an issue if they mesh is set to static instead of moveable or doesn't fire an event post begin play as a side note, you might be able to use a set transform, which has your loc & rot combined
23 replies