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Update with changes from Dev #369

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a0bd471
docs: spelling and grammar in inventory docs
Nov 7, 2024
67ef3ad
Updated FModel sound directions for users encountering the .wem.wem i…
budak7273 Dec 18, 2024
d5df03b
Add note about using existing third party uplugins
budak7273 Dec 18, 2024
acbb492
Add links to learn more about the save file format
budak7273 Dec 20, 2024
d0c3b95
Update hooking.adoc
PiggyChu620 Dec 26, 2024
6cc0a71
change "VS2022" to "VS 2022" to match Visual Studio Installer
LazyGamer21 Jan 10, 2025
c18ab4d
Merge pull request #365 from LazyGamer21/patch-1
budak7273 Jan 10, 2025
0fc1d26
Add This Sign Up to open source examples
budak7273 Jan 15, 2025
5edf6f4
Add page by Sir Digby walking through the creation of custom Icon Lib…
budak7273 Jan 26, 2025
2769d68
feat: Wwise documentation (#359)
mrhid6 Jan 26, 2025
ad0c1c0
Add additional context and update some class/struct names
budak7273 Jan 26, 2025
33be512
Merge pull request #347 from elcheapogary/inventory-docs
budak7273 Jan 26, 2025
04c247a
Merge pull request #358 from PiggyChu620/patch-1
budak7273 Jan 27, 2025
2c6a7f5
Turn hook format examples into tables
budak7273 Jan 27, 2025
0319072
Add revised version of mircea's hooking background information
budak7273 Jan 27, 2025
7b360e9
Fix #360 by adding semver prerelease info
budak7273 Jan 27, 2025
a271aca
Update ShoppingList and MAM Enhancer info
budak7273 Feb 2, 2025
e661c7b
Fix wrong link (thanks Digby)
budak7273 Feb 3, 2025
39abeec
Switch to image with subtitle format
budak7273 Feb 3, 2025
ca84d53
Link info on creating your own placeholders
budak7273 Feb 3, 2025
bd58d69
Add info about finding the parent class for placeholders. Remove outd…
budak7273 Feb 3, 2025
e007fd1
Remove old SMM2 only troubleshooting step
budak7273 Feb 7, 2025
1b301eb
Fix table column grouping typo
budak7273 Feb 7, 2025
f9de579
Fix codeblock formatting
budak7273 Feb 8, 2025
187b39e
Fix broken link
budak7273 Feb 8, 2025
113452c
Add specific pointers for editing the docs with vscode
budak7273 Feb 8, 2025
3ae1dc2
Remove unsupported SecurityIssueAnalysis package
budak7273 Feb 8, 2025
184ec05
Mention new open output folder button and reorder sections
budak7273 Feb 8, 2025
6c82154
Add wwise mention to 3.8 upgrade guide
budak7273 Feb 8, 2025
161865a
Hide pages involving features still on dev, start 3.9 upgrade page
budak7273 Feb 8, 2025
14f62c1
Add info on FixReliableBufferOverflow
budak7273 Feb 8, 2025
aa7f6f2
Fixes and suggestions from bpforest
budak7273 Feb 12, 2025
2e974bb
Apply suggestions from code review
budak7273 Feb 12, 2025
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42 changes: 28 additions & 14 deletions README.md
Original file line number Diff line number Diff line change
Expand Up @@ -58,17 +58,15 @@ The container will automatically serve the built content upon opening for previe
as well as a file watcher to automatically rebuild the preview upon detecting changes.
You will still have to manually refresh your browser, though...

If you are switching between container and local dev you may have to delete the `node_modules` and/or `.pnpm_store` folder.
If you are switching between container and local dev
you may have to delete the `node_modules` and/or `.pnpm_store` folder.

### Manual

If you don't want to use the preconfigured devcontainer (or Codespaces), follow the directions below.

Although you can edit the `.adoc` files with just about any editor out there,
we suggest either Visual Studio Code (with the
[Asciidoc](https://marketplace.visualstudio.com/items?itemName=asciidoctor.asciidoctor-vscode)
and [Code Spell Checker](https://marketplace.visualstudio.com/items?itemName=streetsidesoftware.code-spell-checker) plugins)
or IntelliJ.
We suggest either Visual Studio Code (and the [suggested extensions](./.vscode/extensions.json))
or IntelliJ as your editor.

In order to see what the pages will look like on the live site before being deployed,
follow the below directions.
Expand All @@ -86,13 +84,16 @@ follow the below directions.
pnpm install
```

4. If you have VSCode, open the folder as a workspace
and use the Command Palette to run the Task: `Launch hot reloading development server`.
Otherwise, follow the building and previewing directions below.
4. If you have VSCode, open the folder as a workspace to connect with our existing functionality.

#### Building

To set up a development watch server that will automatically rebuild the SML docs when you make changes:
If you have VSCode, use the Command Palette to run the Task: `Launch hot reloading development server`.
This automatically rebuilds the docs when you make changes and opens your web browser to preview it.
You will still have to refresh the page manually to see the rebuilt changes.
Otherwise, follow the directions below.

To open up a development watch server that will automatically rebuild the SML docs when you make changes:

```bash
pnpm run watch:dev
Expand All @@ -114,15 +115,26 @@ The output HTML files for both commands can be found in `\build\site`.

#### Previewing

To preview the content, you can open the output HTML files in your browser, ex. `build/site/satisfactory-modding/latest/index.html`
If you have VSCode, use the Command Palette to run the Task: `Launch hot reloading development server`.
This automatically rebuilds the docs when you make changes and opens your web browser to preview it.
You will still have to refresh the page manually to see the rebuilt changes.
Otherwise, follow the directions below.

To preview the content, you can open the output HTML files in your browser,
ex. `build/site/satisfactory-modding/latest/index.html`

You can also run `pnpm run serve` which will start a local webserver.
Your terminal will print usable addresses for the webserver.

#### Link Checker

The CI will also run the [lychee link checker](https://github.com/lycheeverse/lychee/tree/master) to check for broken links.
Its reports can be found in the the [Actions tab](https://github.com/satisfactorymodding/Documentation/actions) of the repo.
The CI will also run the
[lychee link checker](https://github.com/lycheeverse/lychee/tree/master)
to check for broken links.
Its reports can be found in the the
[Actions tab](https://github.com/satisfactorymodding/Documentation/actions)
of the repo.

You can optionally install the tool yourself if you want to run it locally by following the lychee documentation.

## Adding Docs for Another Mod
Expand All @@ -142,7 +154,9 @@ Contact us for more details if you'd like to set this up. The general steps are

Sub-mod documentation sites are currently still subject to the Lychee link checker run by our CI,
so if you have broken links in your docs, the build will fail and your site will not be updated.
You can check the [Actions](https://github.com/satisfactorymodding/Documentation/actions) for this repo to see if/why they failed. Mod docs updates are started by the SatisfactoryModdingBot github user under the action name `mod-docs-update`.
You can check the [Actions](https://github.com/satisfactorymodding/Documentation/actions)
for this repo to see if/why they failed.
Mod docs updates are started by the SatisfactoryModdingBot github user under the action name `mod-docs-update`.

## Adding new version branches

Expand Down
5 changes: 5 additions & 0 deletions cspell.json
Original file line number Diff line number Diff line change
Expand Up @@ -39,6 +39,7 @@
"doggos",
"DOREPCONDITIONAL",
"DOREPLIFETIME",
"ESIT",
"FACTORYGAME",
"favorited",
"Feyko",
Expand All @@ -53,6 +54,7 @@
"furtue",
"Headlift",
"HKEY",
"Holo",
"hoverpack",
"hypertube",
"hypertubes",
Expand Down Expand Up @@ -101,6 +103,7 @@
"slomo",
"SMEI",
"smod",
"Spatialization",
"struct",
"structs",
"subfolder",
Expand Down Expand Up @@ -131,10 +134,12 @@
"USTRUCT",
"utoc",
"utocs",
"vgmstream",
"VRAM",
"Vulkan",
"webp",
"winget",
"wproj",
"Wwise",
"wwiser",
"xeno",
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -41,7 +41,6 @@
"Microsoft.ComponentGroup.Blend",
"Microsoft.VisualStudio.Workload.ManagedDesktop",
"Microsoft.VisualStudio.Component.VC.ATL",
"Microsoft.VisualStudio.Component.SecurityIssueAnalysis",
"Microsoft.VisualStudio.Component.VC.Redist.14.Latest",
"Microsoft.VisualStudio.ComponentGroup.NativeDesktop.Core",
"Microsoft.VisualStudio.ComponentGroup.WebToolsExtensions.CMake",
Expand Down
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4 changes: 3 additions & 1 deletion modules/ROOT/nav.adoc
Original file line number Diff line number Diff line change
Expand Up @@ -13,6 +13,7 @@

* xref:Development/index.adoc[Development]
** xref:Development/UpdatingFromSml38.adoc[Updating from SML 3.8.0]
// ** xref:Development/UpdatingFromSml39.adoc[Updating from SML 3.9.0] // TODO SML3.10.0
** xref:Development/UpdatingToNewVersions.adoc[_Updating your Mod_]
** xref:Development/BeginnersGuide/index.adoc[Getting Started]
*** Installing Dependencies
Expand Down Expand Up @@ -82,6 +83,7 @@
**** xref:Development/Satisfactory/AbstractInstance.adoc[Abstract Instances]
**** xref:Development/Satisfactory/ConditionalPropertyReplication.adoc[Conditional Property Replication]
**** xref:Development/Satisfactory/Savegame.adoc[SaveGame]
// **** xref:Development/Satisfactory/IconLibrary.adoc[Icon Libraries] // TODO SML3.10.0 AccessTransformer EditAnywhere edits still on dev
**** xref:Development/Satisfactory/DedicatedServerAPIDocs.adoc[Vanilla Dedicated Server API]
*** xref:Development/Satisfactory/ModsWithoutSML.adoc[Modding Without SML]
*** Legacy
Expand Down Expand Up @@ -128,7 +130,7 @@
** xref:CommunityResources/incredibuild.adoc[Incredibuild]
** xref:CommunityResources/TrainSignalGuide.adoc[Train Signaling Guide]

// TODO unhide once translating section is ready
// TODO un-hide once translating section is ready
// * Translating Mods
// ** xref:Translation/GetStartedTranslating.adoc[Get Started Translating]
// ** xref:Translation/UsingTolgee.adoc[Using Tolgee]
Expand Down
69 changes: 43 additions & 26 deletions modules/ROOT/pages/Development/BeginnersGuide/ReleaseMod.adoc
Original file line number Diff line number Diff line change
Expand Up @@ -125,7 +125,7 @@ Below is a description of all extra fields SML and SMR require:
|SemVersion
| Version number for the mod. Should always increase with new releases,
and should follow the https://semver.org/[semver] format.
To summarize, the format is `Major.Minor.Patch`
To summarize, the format is `Major.Minor.Patch`.
{blank} +
{blank} +
As a rule of thumb, version `1.0.0` should be used for the first public release of your mod.
Expand All @@ -141,6 +141,13 @@ so you should try to avoid this.
or break how other mods interact with your mod,
you should increase the Major version, for example `2.0.0`.

If you wish to release a pre-release version of your mod,
use the extended `Major.Minor.Patch-PrereleaseString` format,
where `PrereleaseString` is an
https://semver.org/#spec-item-9[alphanumeric-and-dot] string of your choice, such as `pre.1` or `beta.12`.
The Mod Manager does not automatically download any versions with a prerelease suffix -
the user must manually select that version from the version picker.

{blank} +
Note that `1.10.0` is a valid semver version,
`2.0.0` does not necessarily have to come after `1.9.0`.
Expand Down Expand Up @@ -371,24 +378,6 @@ Remember, you can totally avoid formatting concerns by using the Alpakit widget

Consider asking on the Discord if you get stuck on this step.

[id="ArchivedPluginsDirectory"]
== How Mod File Exporting Works

Up until this point, you have likely been using the Alpakit Dev 'copy to mods directory' feature
to stage your mods files in game's folders for testing.

Behind the scenes, using the 'Alpakit Selected (Development)' or the 'Alpakit!' (just this mod) buttons
generates a zip archive for you located at
`<starter project folder>/Saved/ArchivedPlugins/YourModReference/YourModReference-TargetPlatformName.zip`.

Note that this folder is in the **starter project's Saved folder**,
not the Saved folder of any of your mods.

Consider checking the zip's contents to see if they're what you expect.
If for some reason you need extra files to be packaged into the mod, follow the directions
xref:Development/BeginnersGuide/Adding_Ingame_Mod_Icon.adoc#_setup[here]
to tell Alpakit to include them when building.

[id="PackageForUpload"]
== Package for Release

Expand All @@ -406,9 +395,12 @@ is relatively well known.
However, there are also are also different builds of the game for different platforms (targets).
There are Stable and EXP variants of each of these:

- `Windows` - Client version of Satisfactory, the one you launch to play the game. People playing the game on Linux still use this version, they run it through a compatibility/emulation layer.
- `Windows Server` - Windows Dedicated Server version of Satisfactory. It doesn't have a visual interface and is used to run servers from Windows, which is somewhat uncommon.
- `Linux Server` - Linux Dedicated Server version of Satisfactory. This is what most dedicated servers will be running, especially those hosted by third party services.
- `Windows` - Client version of Satisfactory, the one you launch to play the game.
People playing the game on Linux still use this version, they run it through a compatibility/emulation layer.
- `Windows Server` - Windows Dedicated Server version of Satisfactory.
It doesn't have a visual interface and is used to run servers from Windows, which is somewhat uncommon.
- `Linux Server` - Linux Dedicated Server version of Satisfactory.
This is what most dedicated servers will be running, especially those hosted by third party services.

There are also slightly different versions of the Windows client for Steam and Epic.
Your mod must be compiled in a slightly different way to be usable on each of these platforms,
Expand All @@ -433,21 +425,46 @@ If you leave out one of these targets, the mod will not work on that platform!
[IMPORTANT]
====
In most cases, especially for mods with no custom {cpp} code, *_you should check all 3 Release Target checkboxes_*.
This means your mod will run on game clients and dedicated servers.
This means your mod can be installed on game clients and dedicated servers.
====

[id="ArchivedPluginsDirectory"]
=== How Mod File Exporting Works

Up until this point, you have likely been using the Alpakit Dev 'copy to mods directory' feature
to stage your mods files in game's folders for testing.

Behind the scenes, Alpakit uses the Unreal Build Tool and Unreal Automation Tool to generate zip files in the mod's **ArchivedPlugins** folder located at
`<starter project folder>/Saved/ArchivedPlugins/YourModReference/YourModReference-TargetPlatformName.zip`.
Note that this folder is in the **starter project's Saved folder**,
not the Saved folder of any of your mods.

=== Alpakit Release

The 'Alpakit Selected (Release)' and release 'Alpakit!' (just this mod) buttons
will compile and package mods for all targets into one multi-target zip file.
compile and package mods for all their enabled targets, combining the output into one multi-target zip file.
In the example image below, clicking `Alpakit!` for ExampleMod builds it for all 3 targets.

image:BeginnersGuide/AlpakitReleaseDemo.png[Alpakit Release with Example Mod and SML selected]

Once complete, find the completed package in the same link:#ArchivedPluginsDirectory[ArchivedPlugins folder mentioned earlier]
called `YourModReference.zip`.
Click the 'Alpakit!' (just this mod) button for your mod and wait for the process to complete.
Packaging for release can take a significant amount of time
as the project's {cpp} code is compiled for targets that were previously skipped,
although subsequent runs are faster.

After packaging a mod using Alpakit Release once, a new folder button appears in its row.
Clicking the button takes you to the link:#ArchivedPluginsDirectory[ArchivedPlugins folder mentioned earlier]
containing the zip files for that mod for easy inspection and uploading.

The release process creates a zip file called `YourModReference.zip`
that contains all of the built targets.
This is the file you'll upload to the Mod Repository later.

Consider checking the zip's contents to see if they're what you expect.
If for some reason you need extra files to be packaged into the mod, follow the directions
xref:Development/BeginnersGuide/Adding_Ingame_Mod_Icon.adoc#_setup[here]
to tell Alpakit to include them when building.

== Last Chance to Change Your Mod Reference

As mentioned on the
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -231,7 +231,7 @@ We chose to not import any textures with the model because we want to leverage t
https://docs.unrealengine.com/en-US/Engine/Rendering/Materials/MaterialInstances/index.html[material instances]
system to improve game performance.

Right click in the Content Browser to create an advanced asset: `Materials and Textures > Material Instance`
Right click in the Content Browser to create an advanced asset: `Material > Material Instance`
and name it `MI_DocItem` to follow Coffee Stain's naming scheme.
MI stands for Material Instance, whereas MM stands for Master Material.

Expand Down Expand Up @@ -264,7 +264,9 @@ That's because they store special information in each of the 4 (Red, Green, Blue
How this works is outside of the scope of this tutorial, but you can find some more info in the
xref:Development/Modeling/index.adoc[Modeling] section of the docs.

Open the imported `Tex_Doc-Item_MREO` texture, and in the Textures category of the Details pane, uncheck `sRGB`.
Open the imported `Tex_Doc-Item_MREO` texture, and in the Textures category of the Details pane,
uncheck `sRGB`
and set the Compression Settings to `Masks (no sRGB)`
We have to do this because the of the special data in each color channel - we don't want Unreal to treat it like a normal image.
The xref:Development/Modeling/MainMaterials.adoc#_factory_baked_mm_factorybaked[Main Materials]
page has more details about what's going on.
Expand All @@ -284,7 +286,7 @@ and check all three of these checkboxes to allow us to override their values:
- For the Normal field, select `Tex_Doc-Item_N`.
- For the Reflection Map field, select `Tex_Doc-Item_MREO`.

Next, find the Ambient Occlusion section, and check the `UseAO` box.
Next, find the AO section, and check the `UseAO` box.

In the Emissive section, check the `UseEmissive` box.

Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -95,7 +95,7 @@ If the input grab boolean is false, we just return nothing and the output boolea

Overall the logic becomes: checks if we have power. If we do, try and get a item from the input. If there's no item, we do nothing. But if we get a item, we count it and then return it to the output.

We also add a `Log Display` node near the end for debugging purposes. Details on getting a Live view of the game log can be found xref:Development/TestingResources.adoc#logging[here].
We also add a `Log Display` node near the end for debugging purposes. Details on getting a live view of the game log can be found xref:Development/TestingResources.adoc#_sml_logging[here].

.Open this image full size to get a better look
image::BeginnersGuide/simpleMod/machines/SimpleMachine_Grab.png[image]
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -66,7 +66,9 @@ We need to assess the time of day on multiple occasions - once when the actor sp
For that, we can subscribe to the `OnDayStateChanged` event dispatcher of the time subsystem
to be notified when this happens and switch our generator accordingly.
Drag from the Return Value pin of a `Get Time Subsystem` node to create a `Bind Event to OnDayStateChanged` node.
Next, the event (let's name it `On Day State Changed`) is created by using the `Add Custom Event...` action or by dragging from `Event` pin of `Bind Event to OnDayStateChanged` node.
Next, the event (let's name it `On Day State Changed`) is created by using
the `Add Custom Event...` action when right-clicking in the blueprint graph,
or by dragging from `Event` pin of `Bind Event to OnDayStateChanged` node.

Hook up the execution pin of the Bind Event node to our Begin Play line since we only need to bind once.

Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -299,7 +299,7 @@ xref:Development/BeginnersGuide/SimpleMod/gameworldmodule.adoc#_compile_and_save
== Register the Schematic

To register the schematic, open up the
xref:Development/BeginnersGuide/SimpleMod/gameworldmodule.adoc#_create_the_class[RootGameWorld_YourModReferenceHere]
xref:Development/BeginnersGuide/SimpleMod/gameworldmodule.adoc#_create_game_world_module[RootGameWorld_YourModReferenceHere]
asset we created earlier and add the schematics to the `M Schematics` array.

And we're set! Our recipe and schematic are registered and should show up in the game now.
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -38,7 +38,7 @@ For example, you can use Iron Rods as an ingredient in your own recipes
because there is an Iron Rod placeholder asset present in the Starter Project.

The placeholder generator makes a best effort to fill in fields with the correct values,
but it's not always possible to do so,
but it's not always possible to do so,
or the content is purposefully excluded.
For example, recipe ingredients and quantities will be present,
but models and textures are intentionally replaced with blanks.
Expand All @@ -56,6 +56,8 @@ image::BeginnersGuide/StarterProjectStructure/IronRodPlaceholder.png[Iron Rod pl
Only placeholders for the more common assets types are included in the Starter Project.
You may need to manually create placeholders for less common assets
like particle systems, animations, and such if you wish to reference them.

The process for creating your own placeholders so is covered xref:Development/ReuseGameFiles.adoc[here].
====

Although it is _possible_ to edit these files,
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -77,7 +77,7 @@ You might have to scroll a bit to find them.
Next, from the "Individual Components" tab,
search for and select:

- `MSVC v143 - VS2022 C++ x64/x86 build tools (v14.34-17.4)`
- `MSVC v143 - VS 2022 C++ x64/x86 build tools (v14.34-17.4)`
- `.NET 6.0 Runtime (Long Term Support)`
- `.NET Framework 4.8.1 SDK`

Expand Down
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