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Update engine version mentions
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budak7273 committed Sep 14, 2024
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14 changes: 7 additions & 7 deletions modules/ROOT/pages/Development/BeginnersGuide/project_setup.adoc
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Expand Up @@ -143,7 +143,7 @@ The version number may have additional numbers on the end of it e.g.

If version `2022.1.10.8393` does not appear even after you have selected `All`,
edit the `.uproject` file in a text editor to be sure that `EngineAssociation`
is set to `5.2.1-CSS`.
is set to `5.3.2-CSS`.

If this version still doesn't show up, try any other version starting with `2022.1.10`.

Expand Down Expand Up @@ -221,7 +221,7 @@ If you are prompted to choose an engine version when generating project files,
or the generation command fails, it's possible that you have a corrupted engine install
left behind from previous modding or Unreal Engine endeavors.

The correct engine version should appear in the picker as `5.2.1-CSS` and should not be considered a binary build.
The correct engine version should appear in the picker as `5.3.2-CSS` and should not be considered a binary build.
To remove a listing for a corrupted engine install,
use the https://www.techtarget.com/searchenterprisedesktop/definition/Windows-Registry-Editor[Windows registry editor]
to edit the registry key `HKEY_CURRENT_USER\SOFTWARE\Epic Games\Unreal Engine\Builds`
Expand Down Expand Up @@ -410,9 +410,9 @@ if you haven't taken or dismissed it yet.

We also suggest the following resources:

- https://docs.unrealengine.com/5.2/en-US/unreal-editor-interface/[Unreal Editor Interface] - Provides a high-level overview of what each of the editor panels do.
- https://docs.unrealengine.com/5.2/en-US/content-browser-in-unreal-engine/[Content Browser] - How to access the Content Browser, including adding multiple Content Browser panels to your viewport.
- https://docs.unrealengine.com/5.2/en-US/content-browser-interface-in-unreal-engine/[Content Browser Interface] - How to use the various features offered by the Content Browser.
- https://docs.unrealengine.com/5.3/en-US/unreal-editor-interface/[Unreal Editor Interface] - Provides a high-level overview of what each of the editor panels do.
- https://docs.unrealengine.com/5.3/en-US/content-browser-in-unreal-engine/[Content Browser] - How to access the Content Browser, including adding multiple Content Browser panels to your viewport.
- https://docs.unrealengine.com/5.3/en-US/content-browser-interface-in-unreal-engine/[Content Browser Interface] - How to use the various features offered by the Content Browser.

== (Optional) Modify Editor Color Scheme

Expand All @@ -430,12 +430,12 @@ It's one of the editor plugins that comes pre-installed with the starter project
=== Opening Alpakit

Click on the Alpakit Dev button in the
https://dev.epicgames.com/documentation/en-us/unreal-engine/unreal-editor-interface?application_version=5.2#maintoolbar[Main Toolbar]
https://dev.epicgames.com/documentation/en-us/unreal-engine/unreal-editor-interface?application_version=5.3#maintoolbar[Main Toolbar]
of the Unreal editor to open its panel.
It looks like an alpaca peeking out of a cardboard box.

You can also bring it up via `File > Alpakit Dev` from the
https://dev.epicgames.com/documentation/en-us/unreal-engine/unreal-editor-interface?application_version=5.2#menubar[Menu Bar].
https://dev.epicgames.com/documentation/en-us/unreal-engine/unreal-editor-interface?application_version=5.3#menubar[Menu Bar].

Next, open the alpakit-specific log window by clicking the three-dots button next the icon and selecting "Alpakit Log",
or using `File > Alpakit Log`.
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2 changes: 1 addition & 1 deletion modules/ROOT/pages/Development/Cpp/debugging.adoc
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Expand Up @@ -80,7 +80,7 @@ When used correctly, they can help catch bugs early and make debugging easier
by pinpointing the exact location where an assumption was violated.

You can read more about these utilities (and see usage examples) on the relevant
https://dev.epicgames.com/documentation/en-us/unreal-engine/asserts-in-unreal-engine?application_version=5.2[Unreal Engine documentation page].
https://dev.epicgames.com/documentation/en-us/unreal-engine/asserts-in-unreal-engine?application_version=5.3[Unreal Engine documentation page].

Note that Assert and Check statements will crash the game if their conditions are not met, however, Ensure statements will allow the game to keep running.

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Expand Up @@ -74,7 +74,7 @@ since that code should only be running on sides that have a valid player control

The video explains what a Remote Procedure Call (RPC) is.
You can find more detailed information in the
https://docs.unrealengine.com/5.2/en-US/rpcs-in-unreal-engine/[Unreal Engine documentation].
https://docs.unrealengine.com/5.3/en-US/rpcs-in-unreal-engine/[Unreal Engine documentation].

Satisfactory mods generally have their RPCs defined in one of two places depending on the use case.
The table below contains information about when to use each.
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Expand Up @@ -6,7 +6,7 @@ This page serves as a brief overview of the 3 main string classes available in U
and how they relate to modding.

For more detailed information about these classes, check out the
https://dev.epicgames.com/documentation/en-us/unreal-engine/string-handling-in-unreal-engine?application_version=5.2[Unreal Engine documentation].
https://dev.epicgames.com/documentation/en-us/unreal-engine/string-handling-in-unreal-engine?application_version=5.3[Unreal Engine documentation].

## String Classes

Expand All @@ -20,7 +20,7 @@ Special edits have been made to the modding engine to enable mods to take advant
Read more about how to use it on the xref:Development/Localization.adoc[Localizing Mods] page.

Read more on the
https://dev.epicgames.com/documentation/en-us/unreal-engine/ftext-in-unreal-engine?application_version=5.2[UE docs page for FText].
https://dev.epicgames.com/documentation/en-us/unreal-engine/ftext-in-unreal-engine?application_version=5.3[UE docs page for FText].

In modding, FText should be used for any string you plan to display to the user.
For example, schematic names, item descriptions, UI text, predefined chat messages, etc.
Expand All @@ -35,7 +35,7 @@ In memory, they are a 4 byte identifier that can be used with this table to retr
FNames are useful as keys in maps because checking their equality is fast regardless of the length of the string.

Read more on the
https://dev.epicgames.com/documentation/en-us/unreal-engine/ftext-in-unreal-engine?application_version=5.2[UE docs page for FName].
https://dev.epicgames.com/documentation/en-us/unreal-engine/ftext-in-unreal-engine?application_version=5.3[UE docs page for FName].

In modding, FNames should be used in identifier, keys, or any other string you deem its optimizations beneficial.

Expand All @@ -45,7 +45,7 @@ FStrings are generic mutable strings with no additional context.
They take up as much memory as they have characters and offer the "typical" string operations like find and replace, substring, concatenation, comparison, etc.

Read more on the
https://dev.epicgames.com/documentation/en-us/unreal-engine/fstring-in-unreal-engine?application_version=5.2[UE docs page for FString].
https://dev.epicgames.com/documentation/en-us/unreal-engine/fstring-in-unreal-engine?application_version=5.3[UE docs page for FString].

In modding, FString is generally used for log messages, strings that change contents often, or strings that doesn't benefit from the features of FText or FName.

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2 changes: 1 addition & 1 deletion modules/ROOT/pages/Development/UnrealEngine/index.adoc
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@@ -1,6 +1,6 @@
= Unreal Engine

Satisfactory uses the Unreal Engine (UE) 5.2.1 by Epic Games as their Game Engine.
Satisfactory uses a customized version of Unreal Engine (UE) 5.3.2 by Epic Games as its game engine.
UE provides a solid framework for developing fast executing native code and a interface for artists to use a more easy way for creating content.

In this section we go over some minor basics you should know.
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1 change: 1 addition & 0 deletions modules/ROOT/pages/SMLChatCommands.adoc
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Expand Up @@ -65,6 +65,7 @@ https://github.com/satisfactorymodding/SatisfactoryModLoader/blob/master/Source/


The native Unreal cheats
// TODO update this link to the new CSS branch
https://github.com/satisfactorymodding/UnrealEngine/blob/5.2.1-CSS/Engine/Source/Runtime/Engine/Classes/GameFramework/CheatManager.h[listed here]
can also be used. Note that to view this link,
you must be signed into a GitHub account registered with Epic Games,
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