SMLEditor

SML Editor is an editor-only 'mod' distributed with the Starter Project. It contains a number of helpful utilities for mod developers. As it is not intended to ever be packaged into a mod, it is purposefully excluded from Alpakit menus.

This section of the docs briefly describes each of the tools contained within the mod.

Research Tree Editor

Located at: /SMLEditor/ResearchTree/AssetAction_ResearchTreeHelper

A utility for viewing and creating MAM Research Trees via a visual interface. Read more on its dedicated documentation page.

To use it, either launch the utility widget from the Content Browser or right click on any Research Tree and run Scripted Asset Actions > SMLEditor: Open Research Tree Editor.

Mod Configuration Previewer

Located at: /SMLEditor/MenuPreview/SML_MenuPreviewWidget

Enables previewing of mod configurations in the editor. To use it, right click on any Mod Configuration asset and run Scripted Asset Actions > SMLEditor: Preview Mod Configuration in Editor.

You can also launch it from the right click menu of the editor widget or asset action utility.

Mass Asset Reparenter

Located at: /SMLEditor/Utils/AssetAction_MassReparent

Easily change the parent class of multiple assets at once.

To use it, first make sure you have everything saved in case the editor crashes. Then select one or more assets, then right click on one, and run Scripted Asset Actions > SMLEditor: Reparent Selected Assets. Select the new parent class in the popup, confirm you have saved, and click "OK".

In Editor Testing Example

Located at: /SMLEditor/InEditorTestingExample/

This custom level and widget demonstrate how you can test basic actor and widget functionality directly in the editor. Testing in the editor can save you a lot of time relaunching the game as long as the functionality you are testing doesn’t rely on the game’s systems. Most game systems don’t function properly in the editor and could crash the editor when called because most of the project’s game code is stubs.

To open it, open the SMLEditor_Testing level asset and click the "play" button in the editor toobar. To look at the level’s blueprint code, click the 3-boxes button to the left of the play button ("List of world Blueprints") and select "Open Level Blueprint".

ADA Message Extractor

Located at: /SMLEditor/AdaMessages/AdaMessageExtractor

This utility loads all FGMessage assets in the project and compiles data about them into one string. It can be useful for viewing what speaking patterns ADA and the Aliens use when speaking without having to hunt through lots of separate message assets.

To use it, right click on the editor utility widget and select "Run Editor Utility Widget".