From 5e68e401f201946cbcff4706a8b2bab28c6c37b1 Mon Sep 17 00:00:00 2001 From: Angel Pons <22937129+Th3Fanbus@users.noreply.github.com> Date: Sun, 23 Jun 2024 15:03:55 +0000 Subject: [PATCH 1/6] dependencies.adoc: Add link to UE repo on mirror org Beginning on the 10th of June 2024, the Epic Games UE linker adds new users to a different organisation on GitHub, `EpicGames-Mirror-A`. As members of this mirror organisation do not have access to the private repositories from the main `EpicGames` organisation, checking whether the linking process was successful needs to be done using the correct organisation. Add a link to the mirror organisation's Unreal Engine repository, and specify when this change took place. --- .../ROOT/pages/Development/BeginnersGuide/dependencies.adoc | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/modules/ROOT/pages/Development/BeginnersGuide/dependencies.adoc b/modules/ROOT/pages/Development/BeginnersGuide/dependencies.adoc index cac08f6c..d0d93b25 100644 --- a/modules/ROOT/pages/Development/BeginnersGuide/dependencies.adoc +++ b/modules/ROOT/pages/Development/BeginnersGuide/dependencies.adoc @@ -136,9 +136,9 @@ You will probably have to check your email and confirm from there, as well as making sure you're logged into your linked GitHub account when you follow the upcoming link. Verify this step has worked by visiting this repository link: -https://github.com/EpicGames/UnrealEngine/ +https://github.com/EpicGames/UnrealEngine/ (or https://github.com/EpicGames-Mirror-A/UnrealEngine/ since June 2024) If it worked, you will see a private GitHub repository -Close that browser tab - we don't need any files this repository. +Close that browser tab - we don't need any files from this repository. [id="UnrealLinker"] === Link Your GitHub Account to Our Repository From bf1327fecb6185b4f51801613d55160031d6eb94 Mon Sep 17 00:00:00 2001 From: Rob B Date: Sun, 23 Jun 2024 11:37:19 -0400 Subject: [PATCH 2/6] Add engine mirror to link checker ignore --- lychee.toml | 1 + 1 file changed, 1 insertion(+) diff --git a/lychee.toml b/lychee.toml index 1e466af0..e4262631 100644 --- a/lychee.toml +++ b/lychee.toml @@ -7,6 +7,7 @@ exclude = [ # These will always be 404s unless you're authed "https://github.com/satisfactorymodding/UnrealEngine/", "https://github.com/EpicGames/UnrealEngine/", + "https://github.com/EpicGames-Mirror-A/UnrealEngine/", "https://github.com/SatisfactoryModdingUE/UnrealEngine/", # Site seems to disallow robots "https://cable.ayra.ch/satisfactory/editor.php", From cae1424b1c657f696cdeedfa30653dc6472ce81a Mon Sep 17 00:00:00 2001 From: Rob B Date: Sun, 23 Jun 2024 22:08:51 -0400 Subject: [PATCH 3/6] Update guide to use FGColoredInstancedMeshProxy instead of instanced static mesh component https://discord.com/channels/555424930502541343/1036634533077979146/1254605494052720781 --- .../pages/Development/BeginnersGuide/SimpleMod/buildable.adoc | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/modules/ROOT/pages/Development/BeginnersGuide/SimpleMod/buildable.adoc b/modules/ROOT/pages/Development/BeginnersGuide/SimpleMod/buildable.adoc index 61ffa9ca..fd311ee0 100644 --- a/modules/ROOT/pages/Development/BeginnersGuide/SimpleMod/buildable.adoc +++ b/modules/ROOT/pages/Development/BeginnersGuide/SimpleMod/buildable.adoc @@ -35,7 +35,7 @@ You can learn more about how holograms work on the xref:Development/Satisfactory ==== As you can see in the `Components` pane in the top left, the actor already contains a few components. -But not any visuals, so, now add a new instanced static mesh component in the center of the viewport. +But not any visuals, so, now add a new FGColoredInstancedMeshProxy component in the center of the viewport. The build gun uses the origin when targeting the mesh to be built or snapped. You can use link:{attachmentsdir}/BeginnersGuide/simpleMod/Mesh_DocBuild.fbx[this example Mesh], the Plantpot of Knowledge, for your buildable. @@ -90,7 +90,7 @@ If you load up the game now, you should be able to build the Doc Build in game, === Placing the building creates nothing in the world -Make sure that your building has an instanced static mesh component +Make sure that your building has an FGColoredInstancedMeshProxy component and that a mesh is assigned to it. === Building has a gray checkerboard texture From 2affd8ce0f7c8b2f0b6b36c6e5d5fe7c6f271f43 Mon Sep 17 00:00:00 2001 From: Rob B Date: Sat, 29 Jun 2024 12:00:51 -0400 Subject: [PATCH 4/6] Fix formatting and add steps for if neither repo link worked --- .../Development/BeginnersGuide/dependencies.adoc | 11 ++++++++--- 1 file changed, 8 insertions(+), 3 deletions(-) diff --git a/modules/ROOT/pages/Development/BeginnersGuide/dependencies.adoc b/modules/ROOT/pages/Development/BeginnersGuide/dependencies.adoc index d0d93b25..9708699f 100644 --- a/modules/ROOT/pages/Development/BeginnersGuide/dependencies.adoc +++ b/modules/ROOT/pages/Development/BeginnersGuide/dependencies.adoc @@ -136,9 +136,14 @@ You will probably have to check your email and confirm from there, as well as making sure you're logged into your linked GitHub account when you follow the upcoming link. Verify this step has worked by visiting this repository link: -https://github.com/EpicGames/UnrealEngine/ (or https://github.com/EpicGames-Mirror-A/UnrealEngine/ since June 2024) -If it worked, you will see a private GitHub repository -Close that browser tab - we don't need any files from this repository. +https://github.com/EpicGames/UnrealEngine/ +(or https://github.com/EpicGames-Mirror-A/UnrealEngine/ since June 2024) +If it worked, you will see a private GitHub repository. +If it didn't work, you'll get a 404 page, so try the other link. +If neither link works, try again in a few minutes and make sure you didn't miss any steps in Unreal's instructions. + +Once you're sure it works, close that browser tab - we don't need any files from this repository. +Visiting there was just to verify that you have access. [id="UnrealLinker"] === Link Your GitHub Account to Our Repository From aee49e3838c8b64aff376f75b8e3aee14ef90326 Mon Sep 17 00:00:00 2001 From: Rob B Date: Sun, 30 Jun 2024 00:22:37 -0400 Subject: [PATCH 5/6] Move dependencies SMM section earlier to improve flow for users who want to clone instead of downloading a zip --- .../BeginnersGuide/dependencies.adoc | 37 ++++++++++--------- 1 file changed, 19 insertions(+), 18 deletions(-) diff --git a/modules/ROOT/pages/Development/BeginnersGuide/dependencies.adoc b/modules/ROOT/pages/Development/BeginnersGuide/dependencies.adoc index 9708699f..5d34fe46 100644 --- a/modules/ROOT/pages/Development/BeginnersGuide/dependencies.adoc +++ b/modules/ROOT/pages/Development/BeginnersGuide/dependencies.adoc @@ -294,6 +294,22 @@ You don't need to add any plugins, so press `Select None` then `Install` in the bottom left to begin the installation process. Accept the terms and conditions prompts that appear along the way. +== Satisfactory Mod Manager + +xref:index.adoc#_satisfactory_mod_manager_aka_smm[Satisfactory Mod Manager] +offers a convenient developer mode that +automatically installs the correct version of SML and helps manage mod files for you. +To enable it, change your selected profile to `development`. +If you're using Satisfactory Mod Manager, +you can skip the below steps and move on to the next page of the tutorial. + +If you're not using the mod manager, you can follow the +xref:ManualInstallDirections.adoc[manual install directions] +to get the relevant files set up. +Alternatively, once your modding environment is set up, +you can use Alpakit to automatically build and install SML. +This process is covered on the next page. + == Starter Project The SML development team has an Unreal project prepared @@ -324,8 +340,9 @@ from the Satisfactory Modding GitHub. [TIP] ==== -If you're planning to clone the project, -skip to the link:#_satisfactory_mod_manager[next heading]. +If you're planning to use Git to clone the project, +skip this section and move to the xref:Development/BeginnersGuide/project_setup.adoc[next page] +which covers how (and where) to clone the project. ==== The below box will contain a link to the specific zip that you should download. @@ -353,22 +370,6 @@ https://github.com/satisfactorymodding/SatisfactoryModLoader/archive/refs/heads/ Don't do anything with the downloaded files yet - this will be covered on the next page, Project Setup. -== Satisfactory Mod Manager - -xref:index.adoc#_satisfactory_mod_manager_aka_smm[Satisfactory Mod Manager] -offers a convenient developer mode that -automatically installs the correct version of SML and helps manage mod files for you. -To enable it, change your selected profile to `development`. -If you're using Satisfactory Mod Manager, -you can skip the below steps and move on to the next page of the tutorial. - -If you're not using the mod manager, you can follow the -xref:ManualInstallDirections.adoc[manual install directions] -to get the relevant files set up. -Alternatively, once your modding environment is set up, -you can use Alpakit to automatically build and install SML. -This process is covered on the next page. - == Next Steps Now that all the dependencies are installed, you can move onto From 6e5cf5b29dc6f7f31002b266ef2a263a778ef5c6 Mon Sep 17 00:00:00 2001 From: Rob B Date: Sun, 30 Jun 2024 00:22:55 -0400 Subject: [PATCH 6/6] Clarify where to find the mod folder within the editor vs. on disk --- .../Development/BeginnersGuide/SimpleMod/gameworldmodule.adoc | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) diff --git a/modules/ROOT/pages/Development/BeginnersGuide/SimpleMod/gameworldmodule.adoc b/modules/ROOT/pages/Development/BeginnersGuide/SimpleMod/gameworldmodule.adoc index 376dc750..f978ae4f 100644 --- a/modules/ROOT/pages/Development/BeginnersGuide/SimpleMod/gameworldmodule.adoc +++ b/modules/ROOT/pages/Development/BeginnersGuide/SimpleMod/gameworldmodule.adoc @@ -62,7 +62,9 @@ The Dependencies list should already be pre-populated with a dependency on the c image:BeginnersGuide/simpleMod/EditPlugin.png[Edit your Plugin screenshot] -Creating your plugin with this wizard will create a plugin workspace folder inside the project folder under `/Mods/`. +You can find your mod's files within the editor in the Plugins subfolder of any Content Browser. +On disk, the folder can be found inside your modding project folder at +`/Mods/`. All of the settings you selected in the wizard are stored in your mod's `.uplugin` file, which you can optionally read more about