Replace the model and name of an item in the base game using a mod
I'm an ultra-newbie so forgive me if I'm being stupid. I am trying to create a simple mod that replaces the models and names of all 3 of the nuclear fuel rods with different names and different models, but preserves their base game functionality. I have gotten started with modding by following both the general modding tutorial as well as the ContentLib tutorial, but they didn't really answer my question. How would I go about doing this? Is there a helpful tutorial somewhere online? Any help is a...
Can't build FactoryGame in VS
When I get to build FactoryGame, it fails. I can't find the reason. It seems there's files missing.
Checked Wwise setup many times, seems fine.
Didn't see anything in the guide ressembling the error I get.
Any help would be appreciated to compile it....
Solution:
guess I'll have to restart from scratch, WWise still sees the integration without the folder
Asset Dumper Installation
Newbie here. I've installed all the modding things from the documentation and have the starter project loading successfully in UE. I would like to dump all the assets to a CSV to get part/recipe information with this tool. First, is this possible. Second, is this the best method? Lastly, if those are both true, can I just use the starter mod for this plugin and what are the next steps? The documentation isn't super clear for someone with my limited experience coding.
Get the player's "nametag"/"chat" name
I need a string to identify players for an external API. I don't mind if the name is not stable across sessions (ex. player changing their Steam display name). My first thought for this was the player's nametag name - how can I get a player's display name as it appears in the BPW_PlayerNameTag widget from a server context? Alternatively, any other string identifier for players should work for my use case.
Solution:
PlayerState
's Get PlayerName
function seems to return it. tested on dedicated server, code running server side, and it gives me the name that appears when I send a chat message
Curing the Zombie Node Apocalypse
So in Resource Roulette I spawn a bunch of nodes, these nodes are spawned with the transient flag and their vital information is stored in a struct which is re-created every time the save is reloaded, vs serializing a bunch of actors to the savefile.
However, somehow a large number of actors are being serialized to the savefile with incomplete information, so I need to ensure I
1. Properly cull these nodes in their entirety, to prevent them from being serialized
2. Find a way to search through and destroy any such nodes that currently exist in a save to improve load times...
The following packages could not be installed...
I'm following the modding documentation getting started guide and am installing Visual Studio Community 2022. I got the following list of packages unable to be found when importing the SML.vsconfig configuration file. Is this normal and expected or have I managed to royally mess stuff up?
Solution:
I guess if you run into the same issue, wait 15 mins and try again!

Equipment Widget
Has anyone implemented an Equipment Widget since 1.0? I'm trying to figure it out myself but figured I should ask here as well.
Crash on garbage collection of WidgetInteraction Component
I've had a long time problem with my mod (UEVR Enhancements) that it crashes whenever the player returns to main menu. The error is an EXCEPTION_ACCESS_VIOLATION on deallocating a WidgetInteraction Component.
I believe this is an upstream engine bug, but it's unlikely the main game or other mods use the WidgetInteraction Component - but my mod relies on it.
To replicate the problem:
- Add an Actor to the Example Mod called "CrashTestActor" and add a "WidgetInteraction" Component to it...
Exit code 6 MSB3073
While setting up my environment in vs 2022, I went to go build FactoryGame and I got 1 build fail what exited with code 6.
Solution:
@Robb (PC no longer dead) @Rex [they/them] Thanks for your help! I uninstalled the engine and reinstalled it and realized that the win64 bin1 file was not in the same folder and that it could have messed up the build.

Loading level on game startup
Hi all,
I'm experimenting with custom levels for Satisfactory. I've completed the tutorials (thanks Robb and RedstonePfalz for this solution https://discord.com/channels/555424930502541343/1336077314114457640/1336094713249529980), cloned the example level and started editing it.
It would be really cool if when I click the "Alpakit!" button, my game started with me already in my edited level, without having to go through New Game menu.
How can I achieve this?...
Importing assets from FAB
hi, so maybe a weird question but i lowkey don't get UE that well - let's say I download an asset from fab (3d model) via plugin and it works fine when it's in all>content, but the moment i move it out to a modreference>content>buildables they all get borked (MIs, meshes losing their materials). On materials I got "Param2D> Found NULL, requires Texture2D"...
it breaks because of some redirectors maybe? is there a way to download an asset from FAB and have it work from the mod folder?...
Solution:
okay, so to include both ways and mark this question as answered, I'll merge it into one message:
Rex's approach:
1. download and install UE 5.3 from Epic Games 2. create a blank project in that UE 5.3...
Crash when re-load
In my Architecture+ mod, I configure the customizations with this code:
If I save the game and reload it directly, so without leaving the game, it crashes
I think that reloading does not empty the memory of the customizations and there is therefore a conflict
How to empty the memory before reloading these customizations?
I tried with the 3 outputs of Switch on ELifecyclePhase but it doesn't change anything...
Solution:
Ah, try making it a Game Instance Module instead

How to replace a font?
Does anyone have any tips about modding a font? I've been trying to change this
DescriptionText
font, but so far unsuccessful. I'm only interested in changing it for Signs, if that's a simpler task.
Is it possible to hide AWESOME Shop schematic after purchasing it?
I want an item to be purchasable only once and then hide it from the shop. I can set dependency 'Schematic Not Purchased' to itself and it kinda works, but it doesn't hide the item from the shop, even with
mHiddenUntilDependenciesMet
, just makes it 'Unavailable'.
Is it possible to hide it from the shop or maybe un-learn a schematic?...Solution:
Or make your own reward class that allows consecutive purchases
Wwise installer instructions in the documentation could use some clarification
So I ran into a problem when following the instructions for installing Wwise from the Audiokinetic launcher, and I believe a little clarification could help others like me not run into this problem. I should add that this is my first time doing mod development, so I am being extremely particular about following the precise wording of the instructions, since it was made to sound extremely important to do so, but when I got to the Wwise installer, the dropdowns mentioned in the documentation had s...
How to define building's collision hitbox?
I'm trying to add an end piece for catwalks (with railings from 3 sides). It finally works without crashing the game, but i can't enter the catwalk, the air part of it has a collision, i can walk on the air above the catwalk. And i can't figure out where i'm supposed to define the collision. Looking at default buildings didn't help, i don't see anything different there.
I'm inheriting
FGBuildable Walkway Lightweight
, same as vanilla catwalks. By default there's un-editable BuildingMeshProxy (FGColored Instance Mesh)
component inherited from C++, so i added another FGColored Instance Mesh
and that's where i put my mesh.
I selected Collision Presets
to be BuildingMesh
as vanilla catwalks have that. I tried enabling the checkbox Trace Complex on Move
in my mesh component, but that didn't help.
...
Error while dumping game assets
Hello,
when I try to dump the game assets using the Asset Dumper Mod, the game always crashes after a few minutes while dumping the game assets.
Around 1 GB is dumped in the AssetsDump folder.
I've used the latest versions of Unreal Engine to package the AssetDump mod, the latest version of the AssetDump mod and the latest version of Satisfactory.
I've removed all other mods from the game excepting AssetDump and SML. And I have executed the Quick Launch Script....
Unable to save Name based Session Settings
Iv been trying for a few days now, i got a edit test widget with an on text commited handler, that works fine to enter text and fire handler
but i cant find out how to store the value on a Session Setting
First i tried in BP, it looks correct but it wont store any value. then i moved my code to cpp using a
UBlueprintFunctionLibrary
so i could attach the debugger
...Solution:
You do need a value selector, because it defines the default value, and allows configuring it for each setting

looking for Mod Successor for "Feldartillerie"
I'm looking for a successor for my artillery mod because I can't find the time or desire to work on it anymore.
Public Repo ist uploaded to https://github.com/TheWhiteShadow4/SatisArtillery
Some parts are already updated, others are not. I can't say in detail what still needs to be done, the last update is 3 months old, but I'm available to answer any questions.
...
