Custom Train Tracks
Hello! I am currently trying to implement new kinds of train tracks for a future train overhaul project. I feel like I am so close to getting the new track to behave like the normal one but I am running into a problem where once I build the track, it is not connecting between meshes. I feel like I am missing something but can't seem to find it . I copied over all the track blueprints and replaced what I needed to replace but again I feel like I'm not finding what I need to find.
If any extra information is needed I can provide pictures.
Thank you!


29 Replies
Does your new mesh match the dimensions of the existing track and does it use a material instance of it? You say you ?copied? the existing stuff. You're aware it's stub content without 100% accurate internal functionality right? Just properties and values opn the top level stuff is what's right
>docsearch placeholder system
This is the best result I got from the SMD :
https://docs.ficsit.app/satisfactory-modding/latest/Development/BeginnersGuide/StarterProjectStructure.html#PlaceholderSystem
I do realize that which is why I'm surprised i got this far with it working with what they give you. the dimensions are similar or as similar as I can get it. I'm trying to find something that basically tells the system what to fill in when you build the track if that makes sense
im wondering if my mesh is just not long enough of a track to fillt he gaps, let me try extending the array
okay that seemed to help with getting the space filled in BUT it doesnt curve the mesh after i place it

try subclassing the existing tracks instead of copying them - this makes MOST fields that are missing in the stubs, but you did not override in your child class, go back to what they are in the actual game
(do that in a second set of track
Build_s so you still have your old solution if that ends up working better)with what I have working right now I feel like I'll end up in the same place, because before I build the track, the hologram is perfect, has the curve and everything, it's just when its done building it straightens out like that
Which is why I've asked you about your material that you haven't given me any information on.
bending like that can be optimally done via a material which I tihnk train tracks do
Sorry, it currently doesn't have any material instances, I didn't even think that materials could help with that! I will mess around with it a little with some of the pre-existing mats
When I create a new Material Instance, I use MM_FactoryBaked as the parent but as soon as I select "bSplineDeform" the texture preview disappears
oh I got it!
what was the fix?
adding the bSplineDeform to a new Material Instance and tweaking the parameters for that
The next problem I have is the building animation for the track is not the same as the default track
@Robb (Busy) would yo know how to fix the build animation so it "uncovers" the track rather than just placing it?
no clue, presumably it's a setting on either the hologram or the building
this might be a stupid question but are all th blueprints/instances labeled "Holo" specifically for the holograms?
they are supposed to be, but it's just a name and there are cases of asset names being inaccurate
to be sure, open the asset in the editor and check the top right corner
out of all things I get stuck on it's how to track looks when its getting built XD
keep working on something else then come back to it later, could think of something else
Holograms, build animations, and in world meshes are actually 3 different instance of the same mesh. Build animations replace the material so if you use a standard effect and not a spline one it won't deform. That's the theory anyway. Haven't actually dug I to them enough to go be specific advice.
Okay thats what I figured, I've been trying to look for the specific spline but can't seem to find it but i'll keep looking
side question though i dont know if I changed something but all of a sudden I have weird buildables now and a orange cube in the hub. Any iea on how that got there or how to remove em?


It's a setting on the buildable
You built and loaded the example mod. They're in-game examples of how to do things.
probably should know this for the furture but how does one delete the example mod so it doesnt show up
From the directory with mods in it inside the game.
thanks y'all
is there another place in the docs you think it would be useful to link back to this? this is kinda before you set up any mods so it's easy to forget
Yea I have the page bookmarked on my browser
Maybe we could link back in the releasing your mod guide. Talk about data cleanliness and testing.