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", 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 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 diff --git a/modules/ROOT/pages/Development/BeginnersGuide/dependencies.adoc b/modules/ROOT/pages/Development/BeginnersGuide/dependencies.adoc index cac08f6c..5d34fe46 100644 --- a/modules/ROOT/pages/Development/BeginnersGuide/dependencies.adoc +++ b/modules/ROOT/pages/Development/BeginnersGuide/dependencies.adoc @@ -137,8 +137,13 @@ as well as making sure you're logged into your linked GitHub account when you fo Verify this step has worked by visiting this repository link: https://github.com/EpicGames/UnrealEngine/ -If it worked, you will see a private GitHub repository -Close that browser tab - we don't need any files this repository. +(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 @@ -289,6 +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 @@ -319,8 +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. @@ -348,22 +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 diff --git a/modules/ROOT/pages/Development/Satisfactory/CustomMusic.adoc b/modules/ROOT/pages/Development/Satisfactory/CustomMusic.adoc new file mode 100644 index 00000000..9991eb6c --- /dev/null +++ b/modules/ROOT/pages/Development/Satisfactory/CustomMusic.adoc @@ -0,0 +1,31 @@ += Boombox Tapes + +Adding Boombox Tapes can be confusing, but it doesn't have to be. Here we go! + +== Preparing The Audio (Wwise) [.title-ref]#(WwiseAudioImport)# + +To create Boombox Tapes, you'll need to use Wwise, the game's audio subsystem. This is made possible thanks to a mod by Th3Fanbus, Th3Tunes. +For the first part, you'll have to use Wwise itself. The interface can be a bit unintuative at first, though is pretty simple to navigate once you know what you're doing. Note that the audio files should always be in .wav, as that is what it seems has the best results. + +Once you're in Wwise, you will simply do the following. + +1. In the Project Explorer, on the left side of the screen, open the "Audio" tab. Then, right click on the Default Work Unit under the "Actor-Mixer Hierarchy", and click Import Audio Files. Then, in File Explorer, drag all your audio files into the box, the click Import. + +[NOTE] +==== +When naming the Soundbank, you must name it Mod_$YourModReference +==== + +2. Open the Soundbanks tab, and right click on the Default Work Unit. Then in the new menu go to Child>Soundbank. Now, double click on the new soundbank. Once it's opened, go back to the audio tab, and select all the audio elements that you've added. Now drag them into the Soundbank in the middle tab that was opened. + +[NOTE] +==== +You can use Ctrl+Click to select multiple audio files +==== + +TO-DO: Finish the Wwise Instructions + + +== Importing Wwise Soundbanks To Unreal Engine [.title-ref]#(WwiseToUEImport)# + +Now that you've exported your soundbank, it's time to bring it in Engine. \ No newline at end of file