Satisfactory Game Feature Data System
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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.
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:
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FGSchematic
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FGResearchTree
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FGUserSetting
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FGMessage
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FGRemoteCallObject
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FGIconLibrary
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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…
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Your content should always be loaded when the mod is loaded
Use SML Mod Modules if…
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Your content needs to be loaded conditionally (for example, based on a Session Setting or the presence of another mod)