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Original file line number | Diff line number | Diff line change |
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= SML | ||
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The Satisfactory Mod Loader provides framework for all the stuff you as modder might encounter | ||
but unreal doesn't provide help with. | ||
but Unreal doesn't provide help with. | ||
|
||
== Mod "Types" | ||
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||
There are two main ways to load a mod into a game, each of those | ||
variants have there advantages and disadvantages. | ||
All Satisfactory mods are full Unreal Engine plugins. | ||
There are three main ways to create a mod with this approach, | ||
each with advantages and disadvantages. | ||
|
||
* {blank} | ||
.dll (C++) Mods:: | ||
`.dll` s are written in C++ and provide deep access to the | ||
Satisfactory runtime and the logic written in there is extremely fast. | ||
Blueprint Mods:: | ||
Blueprint mods consist of Unreal Blueprint assets which can contain data (like meshes, sounds, textures) | ||
and code written in Unreal Blueprint scripting. | ||
SML provides a number of utilities and entry points to enable blueprint mods to function. | ||
Blueprint mods can do a lot, but they can generally only access fields and methods have been made blueprint accessible from the {cpp} side. | ||
+ | ||
* {blank} | ||
Pak Mods:: | ||
Paks are archives with classical assets like meshes, sounds and more. | ||
SML also provides the SPL so you could make a mod without any C++ coding. | ||
{cpp} Mods:: | ||
Writing a mod in Unreal {cpp} provides deep access to the Satisfactory runtime | ||
and is usually more performant than blueprint code because it does not need to go through the overhead of the blueprint VM. | ||
However, it's a pain to reference blueprint assets (a frequent requirement for working with base game content) | ||
in a non-brittle manner, and working with widgets is agonizingly verbose. | ||
Performing delayed actions is also much more involved than in Blueprint scripting. | ||
+ | ||
* {blank} | ||
Hybrid Blueprint and {cpp} Mods:: | ||
Writing a mod with {cpp} does not mean replacing all of your Blueprint assets with {cpp} code. | ||
The best mods are implemented with a careful combination of both {cpp} and Blueprint code | ||
since each side covers for the other's disadvantages. | ||
For example, you can implement references to blueprint assets and widgets on the | ||
However, changes to your mod's class {cpp} structure will require closing the editor and rebuilding Development Editor | ||
for the blueprint side to recognize the changes. | ||
+ |
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