Satisfactory Game Feature Data System

This page is still a work in progress.

TODO Arch mentioned it’s possible to register schematics without SML now via this

Introduced in 1.2, Satisfactory uses the Unreal Game Features and Modular Gameplay system to detect content present in mods and register it with base game systems.

Game Features serve a similar purpose to SML’s Mod Modules for content registration.

Game Feature Actions

Multiple "Actions" exist that allow performing some kind of modification. This page will only document ones we know to be directly useful for modding.

Add Components

This action allows specifying Unreal Components to be spawned with Actor classes, somewhat similar to using an Actor Mixin to attach a component to a class.

Add Cheats

Specify cheat managers from the mod to register with the engine cheat manager.

Add World Partition Content (Content Bundle)

Don’t use this one, use the non-content-bundle one instead.

Add World Partition Content (Non-Content Bundle)

This is the one that should be used instead of the Content Bundle one. At the time of writing, it does not appear properly in the editor without an editor setting adjustment. This functionality is not totally working yet.

Primary Asset Types to Scan

This list of rules tell the game where to find classes of certian types inside your mod to register them. Although any class can be specified, scanning for a class that the base game or a mod doesn’t already take action based on is not useful.

The following classes are known to be used by the base game once scanned:

  • FGSchematic

  • FGResearchTree

  • FGUserSetting

  • FGMessage

  • FGRemoteCallObject

  • FGIconLibrary

  • FGChildInputMappingContext

A scanning rule can check a mod content directory and its subdirectories, or operate on a specific list of assets, or the combined results of both.

When to Use Mod Modules Instead

The Game Feature content registration has some feature overlap with SML Mod Modules.

(TODO there are probably more reasons than this)

Use Game Features if…​

  • Your content should always be loaded when the mod is loaded

Use SML Mod Modules if…​

  • Your content needs to be loaded conditionally (for example, based on a Session Setting or the presence of another mod)