Marshall
Marshall
SMSatisfactory Modding
Created by Marshall on 11/7/2024 in #help-developing-mods
Instant replication
Nope, I need somehow to replicate actors before player spawns (while loading to server). UFGReplicationGraph::RegisterCustomClassRepPolicy(ACustomResourceNode::StaticClass(), EClassRepPolicy::CRP_RelevantAllConnections); helps to get all the actors, now I don't need to look in specific direction or move the character for "dynamic streaming" or anything like that, but anyway, I can't get the actors BEFORE the player spawns
20 replies
SMSatisfactory Modding
Created by Marshall on 11/7/2024 in #help-developing-mods
Instant replication
Am I doing something wrong with Replication Graph? Can't find any guide of this. I just add this but it doesn't seem to have any effect:
UCLASS()
class RESOURCENODERANDOMIZER_API UCustomReplicationGraph : public UReplicationGraph
{
GENERATED_BODY()

protected:
virtual void InitGlobalActorClassSettings() override;
};
UCLASS()
class RESOURCENODERANDOMIZER_API UCustomReplicationGraph : public UReplicationGraph
{
GENERATED_BODY()

protected:
virtual void InitGlobalActorClassSettings() override;
};
void UCustomReplicationGraph::InitGlobalActorClassSettings()
{
Super::InitGlobalActorClassSettings();

FClassReplicationInfo ReplicationInfo;

ReplicationInfo.SetCullDistanceSquared(10000000.0f);
// ReplicationInfo.AccumulatedNetPriorityBias = 5.0f;
// ReplicationInfo.DistancePriorityScale = 0.0f;
// ReplicationInfo.ReplicationPeriodFrame = 1;
// ReplicationInfo.ActorChannelFrameTimeout = 100;
// ReplicationInfo.CullDistanceSquared = 100000000.0f;

GlobalActorReplicationInfoMap.SetClassInfo(ACustomResourceNode::StaticClass(), ReplicationInfo);
}
void UCustomReplicationGraph::InitGlobalActorClassSettings()
{
Super::InitGlobalActorClassSettings();

FClassReplicationInfo ReplicationInfo;

ReplicationInfo.SetCullDistanceSquared(10000000.0f);
// ReplicationInfo.AccumulatedNetPriorityBias = 5.0f;
// ReplicationInfo.DistancePriorityScale = 0.0f;
// ReplicationInfo.ReplicationPeriodFrame = 1;
// ReplicationInfo.ActorChannelFrameTimeout = 100;
// ReplicationInfo.CullDistanceSquared = 100000000.0f;

GlobalActorReplicationInfoMap.SetClassInfo(ACustomResourceNode::StaticClass(), ReplicationInfo);
}
Actor Creation:
ACustomResourceNode* Proxy = World->SpawnActor<ACustomResourceNode>(ACustomResourceNode::StaticClass());
if (Proxy)
{
Proxy->Initialize(CustomNode, OreType);
Proxy->SetReplicates(true);
}
ACustomResourceNode* Proxy = World->SpawnActor<ACustomResourceNode>(ACustomResourceNode::StaticClass());
if (Proxy)
{
Proxy->Initialize(CustomNode, OreType);
Proxy->SetReplicates(true);
}
As I understand it, is this a "global action", or do I need to somehow assign a policy for each actor?
20 replies
SMSatisfactory Modding
Created by Marshall on 11/7/2024 in #help-developing-mods
Instant replication
In my case this is resource nodes (standard nodes are deleted). They must be fully replicated before client "spawns on the world", especially if there's some extractors or miners on them. Without resource nodes miners may cause a crash
20 replies
SMSatisfactory Modding
Created by Mastrmyrtr9 on 11/6/2024 in #help-using-mods
Resource Node Randomizer crash on use
save/load the game if you talking about standard ingame scanner
13 replies
SMSatisfactory Modding
Created by Mastrmyrtr9 on 11/6/2024 in #help-using-mods
Resource Node Randomizer crash on use
Try to remove all another mods and create a new world, there should be no crashes here
13 replies
SMSatisfactory Modding
Created by Mastrmyrtr9 on 11/6/2024 in #help-using-mods
Resource Node Randomizer crash on use
what is AGS
13 replies
SMSatisfactory Modding
Created by Beef on 11/4/2024 in #help-using-mods
Resource Node Randomizer conflicts with Ficsit Farming
During world initialization and on a timer (every 1.5 seconds), the mod checks for Miners within range of Custom (shuffled) Resource Nodes. If a Miner is near a Custom Resource Node (only Custom ones), it remains. In all other cases, including near standard Nodes (they deleted and replaced by custom), it gets removed. Currently, the mod doesn't support custom resources and simply ignores them. Since you're placing a Miner on a your custom node that's not part of the game's default setup (and not explicitly recognized by the mod), the mod assumes there's no resource node and removes the Miner.
6 replies
SMSatisfactory Modding
Created by Marshall on 10/14/2024 in #help-developing-mods
Mesh have no physics
Yeah, but it's still levitating. I think my problem is gone, I just create BoxComponent, attach mesh to it and it works fine
6 replies
SMSatisfactory Modding
Created by Marshall on 10/3/2024 in #help-developing-mods
Position of Resource Ores/Nodes
such as SCS hooks what is it?
7 replies