Mircea
Mircea
SMSatisfactory Modding
Created by Dortamur on 3/2/2025 in #help-developing-mods
Crash on garbage collection of WidgetInteraction Component
The quick fix would be to hook that UFGGameInstance function and cancel it if the world is null
29 replies
SMSatisfactory Modding
Created by Dortamur on 3/2/2025 in #help-developing-mods
Crash on garbage collection of WidgetInteraction Component
Ida isn't being very helpful, but it seems like the issue is basically what the log says, CSS set up a Slate focus change delegate listener for something, and destroying that component triggers a focus change, so the delegate gets called, but the delegate tries to do something with a timer, so it fails because there's no world. Now why there's no world on the game instance I have no idea, because from what I can see the only time the world should be null is when the game instance is shut down
29 replies
SMSatisfactory Modding
Created by davidon.top on 10/16/2024 in #help-developing-mods
Linux mod development?
No description
319 replies
SMSatisfactory Modding
Created by davidon.top on 10/16/2024 in #help-developing-mods
Linux mod development?
Yeah, I compressed a 400kb file just to see if it works, so I had to go for a small chunk size
319 replies
SMSatisfactory Modding
Created by davidon.top on 10/16/2024 in #help-developing-mods
Linux mod development?
No description
319 replies
SMSatisfactory Modding
Created by davidon.top on 10/16/2024 in #help-developing-mods
Linux mod development?
I wonder if 7z can just do that for .tar.gz by default, it definitely can for .7z
319 replies
SMSatisfactory Modding
Created by davidon.top on 10/16/2024 in #help-developing-mods
Linux mod development?
It'll have to be more compressed than a zip, but yeah
319 replies
SMSatisfactory Modding
Created by davidon.top on 10/16/2024 in #help-developing-mods
Linux mod development?
I tried to add a workaround for their bug (basically the generated Rider project files do list mod plugins, but Rider just doesn't display them) by marking mods as plugins in the project file, but that didn't seem to work either
319 replies
SMSatisfactory Modding
Created by davidon.top on 10/16/2024 in #help-developing-mods
Linux mod development?
Oh, and because Rider can't fix a bug in 2 years, if you want to use Rider you have to generate visual studio project files (-visualstudio or something added to the generate project files command from the docs) and open that in Rider instead of the .uproject as they recommend
319 replies
SMSatisfactory Modding
Created by davidon.top on 10/16/2024 in #help-developing-mods
Linux mod development?
You could also build the engine from source, but that takes a while, and when you compile the project you're compiling the engine too, so you can accidentally recompile the engine
319 replies
SMSatisfactory Modding
Created by davidon.top on 10/16/2024 in #help-developing-mods
Linux mod development?
Probably will be just an archive, no deb/rpm/stuff, because I don't think those can be split to <2GB chunks to be accepted as github release artifacts (though I guess anything can be split if you just merge it back after you download the parts), and probably annoying to do on the windows CI
319 replies
SMSatisfactory Modding
Created by davidon.top on 10/16/2024 in #help-developing-mods
Linux mod development?
Yeah, it's exactly the same engine, but linux executables for the editor. UnrealVersionSelector still handles registering the engine version (in a dotfile instead of the registry) and file associations (desktop entries), so you can use it basically the same as you would on windows
319 replies
SMSatisfactory Modding
Created by davidon.top on 10/16/2024 in #help-developing-mods
Linux mod development?
The build time shouldn't be that much higher, only Linux Editor would be added, but the upload will double, yeah. Besides doubling storage space it doesn't seem to be that big of an issue for uploads, it took like 4 minutes out of the ~4h run
319 replies
SMSatisfactory Modding
Created by davidon.top on 10/16/2024 in #help-developing-mods
Linux mod development?
Definitely after all of 1.1 is dealt with, but yeah. I have to patch msvc-wine some more, extracting some functionality to a reusable script (so it can be used for ispc too)
319 replies
SMSatisfactory Modding
Created by davidon.top on 10/16/2024 in #help-developing-mods
Linux mod development?
We do need the entire wwise UE plugin, making stubs for it is not feasible, and also legally questionable. But Wwise is actually a solved issue, I've made a wwise-cli tool years ago for CI, and it also works on linux
319 replies
SMSatisfactory Modding
Created by GrahamKracker on 4/12/2025 in #help-developing-mods
Making a custom data asset
So being used as a variable in BP, and access to its properties
22 replies
SMSatisfactory Modding
Created by GrahamKracker on 4/12/2025 in #help-developing-mods
Making a custom data asset
BlueprintType means that this type can be used in blueprint code
22 replies
SMSatisfactory Modding
Created by GrahamKracker on 4/12/2025 in #help-developing-mods
Making a custom data asset
Yeah, you also want NotBlueprintable so that you can't do that (unless you actually want derived data asset classes in blueprints for whatever reason)
22 replies
SMSatisfactory Modding
Created by GrahamKracker on 4/12/2025 in #help-developing-mods
Making a custom data asset
As opposed to blueprints, which create a new class, such that you can have instances of that child class
22 replies
SMSatisfactory Modding
Created by GrahamKracker on 4/12/2025 in #help-developing-mods
Making a custom data asset
Instances of a data asset are... instances of that data asset class
22 replies