nary_believe
nary_believe
SMSatisfactory Modding
Created by The Urban Goose on 10/18/2024 in #help-developing-mods
Override base game static mesh
Closing the loop on this, I just needed to use a SetMobility node to set mobility to "Moveable" before setting the static mesh. It didn't override the hologram but it did override the placed buildable.
153 replies
SMSatisfactory Modding
Created by The Urban Goose on 10/18/2024 in #help-developing-mods
Override base game static mesh
I guess that's my problem
153 replies
SMSatisfactory Modding
Created by The Urban Goose on 10/18/2024 in #help-developing-mods
Override base game static mesh
Ah. When trying to place a new buildable, the log warns me that I'm trying to replace a mesh with mobility "Static"
153 replies
SMSatisfactory Modding
Created by The Urban Goose on 10/18/2024 in #help-developing-mods
Override base game static mesh
The statements which correspond with loading show that the static mesh is successfully replaced
153 replies
SMSatisfactory Modding
Created by The Urban Goose on 10/18/2024 in #help-developing-mods
Override base game static mesh
I have some log statements in my blueprint code
153 replies
SMSatisfactory Modding
Created by The Urban Goose on 10/18/2024 in #help-developing-mods
Override base game static mesh
Do I need to trigger on a separate event as well? I'm only triggering on Begin Play
153 replies
SMSatisfactory Modding
Created by The Urban Goose on 10/18/2024 in #help-developing-mods
Override base game static mesh
Hm. I tested it in-game and found that it only affected pre-built buildables
153 replies
SMSatisfactory Modding
Created by The Urban Goose on 10/18/2024 in #help-developing-mods
Override base game static mesh
Not sure whether it's appropriate to jump in here or start a new thread, but I'm wondering how this method would be applied if you also wanted to override the meshes for new buildables placed after the mod is loaded. As far as I can tell, this solution doesn't affect them.
153 replies
SMSatisfactory Modding
Created by Beef on 3/12/2025 in #help-using-mods
Modular Stations SCIM support request
I've been DMing with Anthor
4 replies
SMSatisfactory Modding
Created by Beef on 2/15/2025 in #help-using-mods
Modular Stations slight mismatch between L and R train stations
If it happens again I would try other buildables and check whether it happens to them too. I would guess that it would.
11 replies
SMSatisfactory Modding
Created by Beef on 2/15/2025 in #help-using-mods
Modular Stations slight mismatch between L and R train stations
Maybe there was a floating point or rounding issue? Your foundations ended up at a strange angle and then the angle which was used for placing the stations couldn't match it exactly due to floating point imprecision or deliberate rounding in some placement routine?
11 replies
SMSatisfactory Modding
Created by Beef on 2/15/2025 in #help-using-mods
Modular Stations slight mismatch between L and R train stations
It looks like what happened in your video was that the rotation of each buildable was slightly different from the rotation of the foundations for some reason
11 replies
SMSatisfactory Modding
Created by Beef on 2/15/2025 in #help-using-mods
Modular Stations slight mismatch between L and R train stations
Does this happen every time for you? I can't replicate the issue
11 replies
SMSatisfactory Modding
Created by Beef on 2/15/2025 in #help-using-mods
Modular Stations slight mismatch between L and R train stations
Shouldn't be too hard to fix when I get a minute. Thanks for letting me know.
11 replies
SMSatisfactory Modding
Created by Beef on 2/15/2025 in #help-using-mods
Modular Stations slight mismatch between L and R train stations
Huh, I wonder how that happened
11 replies
SMSatisfactory Modding
Created by Revankaiser on 2/8/2025 in #help-using-mods
Modular Stations at max volume while loading
It should now sound exactly like vanilla stations
44 replies
SMSatisfactory Modding
Created by Revankaiser on 2/8/2025 in #help-using-mods
Modular Stations at max volume while loading
Just pushed another update which uses Wwise for sound effects
44 replies
SMSatisfactory Modding
Created by Revankaiser on 2/8/2025 in #help-using-mods
Modular Stations at max volume while loading
Yeah I extracted the sounds from the game using wwiser
44 replies
SMSatisfactory Modding
Created by Revankaiser on 2/8/2025 in #help-using-mods
Modular Stations at max volume while loading
I've set this up managing the audio in Unreal directly rather than Wwise. Is there a big drawback to this?
44 replies
SMSatisfactory Modding
Created by Revankaiser on 2/8/2025 in #help-using-mods
Modular Stations at max volume while loading
Had a look, concurrency is its own asset but it was easy enough to create
44 replies