Build fails for FactoryGame in Visual Studio
I've been following the modding documentation (https://docs.ficsit.app/satisfactory-modding/latest/Development/BeginnersGuide/project_setup.html) and doing everything as instructed. I downloaded the files and integrated them with Wwise. I've selected the Development Editor option in the dropdowns, however when I go to build FactoryGame the build fails, just giving me the code 6 error and 1 warning.
The warning says "Modules must specify an explicit precompiled header (eg. PrivatePCHHeaderFile = "Private/Widgets/ProjectedResultColumn.h") from UE 4.21 onwards."...
Error creating version
I am guessing this error is because the MOD is hidden currently
Error creating version: [GraphQL] activity error (type: CreateVersionInDatabaseActivity, scheduledEventID: 35, startedEventID: 36, identity: 1@ficsit-app-745f4cfd85-2v9bz@): database error (type: fatal, retryable: false): ent: mod not found (type: NotFoundError, retryable: true)...
Solution:
Solved
I forgot that I did a dependency Mod for the mod I am updating so SML could not find the dependency and thus failed the upload.
Bottom line If you got dependency's upload them first 🤣...
Updating to 3.11.0
I do not understand what i need to do to upgrade to 3.11.0, what am i supposed to download to make it switch to 3.11.0 ?
Solution:
does that means that my mods works with 1.1 ?
I cannot Alpakit! my mod
Solution:
If you want to build for Linux Dedicated Servers, you're missing the CLang toolkit. Follow the link the bot shared for PlatformLinuxRequired.
Here's the error that is the problem:
Platform Linux is not a valid platform to build. Check that the SDK is installed properly.
...Can't add Widget Blueprint Hooks in SML3.11 dev
Since the recent
dev
branch update to SML 3.11, I can't seem to select "Widget Blueprint Hook Data" when adding a new Widget Blueprint Hook to my Game Instance. The only option shown is None. Editing existing ones also seems to only show None, although all hooks are still working if I don't edit them.
I didn't think the new Hook changes affected Widget Hooks, and I can't find any mention of them changing in the upgrade docs (other than the note about Inline templates)....Solution:
Locally changing line 107 of
...and it's showing in the editor again. I'll populate it and see if it works....
WidgetBlueprintHookManager.h
back to:
UCLASS(NotBlueprintable, BlueprintType, EditInlineNew)
UCLASS(NotBlueprintable, BlueprintType, EditInlineNew)

SML3.11 and 5.3.2-CSS-68
Hi,
I have been struggeling with sml3.11-dev and the 3.5.2-CSS-68 engine... i can't get it to work. Get stuck in the build everytime after adding some cpp code to a alpakit created project. I add files in VS and rebuild, then it makes errors on varies issues, automation script missing... but several others too. Updated VS , regenerate VS files. Chdck wwise and audio files,
... should it work or is it still depending on certain parts not covered in the dev docs
I also tried copying the header and cpp in their rspective folders in the source dir of my mod, then regenerate VS files and start rebuild in VS of factorygame, but again errors... i am doing something wrong, it should at least rebuild.
The cpp files also never show up in the UE editor browser #SML3.11...
first mod help
Need help how I can make the mod from the model
As I can now say this is input gas output and power connection and so on...

Example for a custom Particle System VFX?
I'm trying to add a new rifle ammo type. I based it off a Shatter Rebar (inherited from it) and put it inside of a Rifle. It works, but there's a visual issue: pellet traces are being drawn not from a rifle's muzzle but from a pioneer's right ear. I can enable my rifle ammo for the rebar gun too and there it draws traces from the muzzle. So the issue is with the weapon model then? But what could it be? Both the Rebar Gun and the Rifle have
muzzle
socket in their meshes. Traces VFX doesn't use that socket, apparently.
Then i tried to bind to Event Play Effects
, which receives an array of hit results for each of the pellets. Hit results have fields (among others) Location
, TraceStart
and TraceEnd
. I had an idea to edit TraceStart
before calling the parent function, but i discovered that the parent function doesn't use TraceStart
. It uses TraceEnd
for the end point of a trace VFX and Location
for the dust VFX at the impact point, but not TraceStart
(or any other field from the hit result). So i have no idea what it uses as a start point and i can't control it because it doesn't take it from the input array.
So then i decided to create my own VFX and play that in EventPlayEffects
instead of calling the parent function. But that's where i'm stuck currently. I watched a couple of Niagara tutorials and made a test particle system, but i don't see any visuals when i spawn it in the game. Muzzle flash VFX isn't even a Niagara particle system, it's a legacy Cascade system, so i'm not sure if i should use Cascade too or if i should use Niagara....Solution:
I'm cooked, nevermind. Niagara works, just like cascade. I was trying to use the wrong variable.

Help making mod
What softwares do I need to install to make a mod, like basic mods for 3d objects, player movements, builds, items, etc. Ping me
Help in construction mode and construction by overlay
I'm new to modding and I'm currently taking docs classes.ficsit.app. At the moment, based on the examples and descriptions, I can't figure out how to make new objects created for construction, for example, columns build on top of each other and build according to the selected mode, for example, massively vertically or horizontally. If someone knows how to do this, please share your experience, where to dig, what to use?
FGBuildable Lightweight
Most of my FGBuildable are Lightweight.
But I couldn't figure out which AccessTransformer to use to access the BuildingMeshProxy, so I added a FGColoredInstanceMeshProxy, and it works fine.
Except it generates warning and error lines in debug mode.
How can I fix this?
...

custom building has a bigger hitbox than itself or its "bounding boxes"
title - after some touching it feels like a rougher version of the actual shape - how fix?
Solution:
when viewing the mesh asset in Unreal, you can use the display modes to show the collision hull. the one it auto generated for you is probably causing these problems. I think you can make one manually in that same view, but it's still weird that it gave you one like this
Get current biome of a character
I struggle to find some example of how to get a biome name or its id. The game reports the current biome of a player in a log file and to steam's rich presence system but i can't figure out what functions i should call to get that info.
Ultimately i want to get a biome not of a player but of a lizard doggo when it spawns. But i welcome any tips and suggestions on this matter....
Ultimately i want to get a biome not of a player but of a lizard doggo when it spawns. But i welcome any tips and suggestions on this matter....
Solution:
Never used it, but maybe try
UFGMapAreaTexture::GetMapAreaForWorldLocation
Error during first compilation
So... here i am again. I'm on the step of Project compilation for the setup (https://docs.ficsit.app/satisfactory-modding/latest/Development/BeginnersGuide/project_setup.html#_project_compilation)
And here the errors i get.
And for the Output (i join the txt file if needed to)...
Solution:
seems like your visual studio compiler may be too new, docs say 14.34 and you have 14.43 according to the logs

Making a dummy project for unreal engine 5.5.4 shipped game(not satisfactory)
Hello I need some help creating a dummy project for a unreal engine 5.5.4 game like I said in the title. I have got ue asset toolkit to build for this version in unreal engine the part that stumps me is loading the plugin into the game to actually make an asset dump. I don't think I can just inject the plugins dll through a generic dll injector and I don't think I can do what the wiki suggests which is package It as a mod with alpakit and load it with satisfactory mod loader as this isnt satisfa...
Trouble installing UE-CSS-editior
Hello, i'm trying to get into satisfactory modding but for now, i'm stuck in the firsts steps of the install process. I follow the guide on https://docs.ficsit.app/satisfactory-modding/latest/Development/BeginnersGuide/dependencies.html but I'm stuck on the Custom Engine part.
The path indicated in the error message is indeed the path to my folder where are placed the three downloaded files...
Solution:
Ok, found the problem.
For reference the path to the folder was too long and windows don't like that...

I'm still despairing here
I did everything on the website but still there is this error.
among others I have been trying for 5 hours to get it to work...

Alpakit packaging fails with exit code 1
Hey, this is regarding the issue I'm having since yesterday: https://discord.com/channels/555424930502541343/1036634533077979146/1363919202460635276
Quick summary: When packaging SML or my mod, Alpakit fails the packaging with code 1. The only error I see is at the very top of the output logs "Le chemin d'accès spécifié est introuvable." which translates to "The specified path was not found.". As stated yesterday, this is probably linked to another problem I had back in october where I had the same message but with a different problem that I fixed by removing the pre build steps from the
.uproject
file (https://discord.com/channels/555424930502541343/1295089631238553784/1295092182968959036).
I have no idea what causes this, especially since Satisfactory launches without any other issues and all the mods are correctly loaded. Should I just ignore this?...Can you offset docking ?
I'm trying to dock with offset : i.e I would like to dock my train with the locomotive in the middle of the station instead of the head train station.
There is an offset parameter when calling dock but it doesn't seem to be effective. Here is some code :
```
SUBSCRIBE_METHOD(AFGTrain::OnDriverEntered, [this](auto& scope, AFGTrain* self) {
UE_LOG(LogTrainUnloadingOffsetModule, Verbose, TEXT("[TUO] Entered train."));...
