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Fix dedi-docs block comment syntax. add back VS extension install step
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budak7273 committed Jul 6, 2023
1 parent 8e85aa3 commit b588ed2
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6 changes: 5 additions & 1 deletion modules/ROOT/pages/CommunityResources/AssetToolkit.adoc
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@@ -1,5 +1,10 @@
= Unreal Engine Asset Toolkit

[WARNING]
====
The Asset Toolkit has not yet been fully tested on UE5.
====

[NOTE]
====
This article is a work-in-progress. Please contact us on the Discord if you run into any issues here.
Expand Down Expand Up @@ -255,7 +260,6 @@ For this to be tracked, you must change the LogAssetGenerator logging category d
To do this, edit `<starter project directory>\Config\DefaultEngine.ini`
and add `LogAssetGenerator=VeryVerbose` to the `[Core.Log]` section.
Next, https://learn.microsoft.com/en-us/visualstudio/debugger/attach-to-running-processes-with-the-visual-studio-debugger?view=vs-2022[attach the Visual Studio debugger]

as the asset generator is running - the process is called `UnrealEditor-Cmd.exe` in the list.
Now the package being processed will be visible as a log message inside the visual studio output section.

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9 changes: 6 additions & 3 deletions modules/ROOT/pages/Development/BeginnersGuide/ReleaseMod.adoc
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Expand Up @@ -380,7 +380,9 @@ If you decide to change it, you'll have to edit a number of files, most of which

Once you're ready to release your mod, you will need to package your mod for uploading.

//// dedi-docs
////
dedi-docs
Due to changes for multiple build target support (i.e. dedicated servers), a new set of options has been added for packaging for xref:CommunityResources/AcronymVault.adoc#_satisfactory_mod_repository_smr_aka_ficsit_app[SMR].
`Release Targets` is a selection for the `Alpakit Release` function that allows
Expand All @@ -394,7 +396,8 @@ image:BeginnersGuide/Alpakit.png[Batch Building, align="center"]
You will then find your packaged file in `<SML Project Folder>\Saved\ArchivedPlugins\<ModReference>` as `<ModReference>.zip`.
The `<ModReference>-<TargetType>.zip` are your mod, but in the separate build targets (i.e. `WindowsNoEditor`, `WindowsServer`, `LinuxServer`).
dedi-docs ////
dedi-docs
////

follow the directions on the xref:UploadToSMR.adoc[Uploading to SMR]
Follow the directions on the xref:UploadToSMR.adoc[Uploading to SMR]
page to create a modpage and a release.
21 changes: 16 additions & 5 deletions modules/ROOT/pages/Development/BeginnersGuide/project_setup.adoc
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Expand Up @@ -206,10 +206,12 @@ You'll know it's done when the little box-with-cubes-piling-into-it
icon in the colored bar at the bottom of Visual Studio goes away.
You can monitor its progress from the Output log window if desired.

//// dedi-docs
////
dedi-docs
If you are building for dedicated servers, see
link:#_project_compilation_dedicated_server_support_optional[Project Compilation - Dedicated Server Support (Optional)]
dedi-docs ////
dedi-docs
////

After it completes, you should select the `Shipping` Solution Configuration from the top toolbar
(the same place you selected `Development Editor` earlier)
Expand All @@ -229,10 +231,17 @@ you must close the Editor and rebuild `Development Editor`
from Visual Studio for the changes to take effect.
When you want to test or release your mod, make sure to build the project for `Shipping|Win64`.
// dedi-docs , `Shipping_Server|Win64`, and/or `Shipping_Server|Linux`, depending on which you are going to test/release your mod for.
Without doing so, your mod will be missing important files.
====

////
dedi-docs
Block comments don't work inside ==== blocks, this goes inside the IMPORTANT
, `Shipping_Server|Win64`, and/or `Shipping_Server|Linux`, depending on which you are going to test/release your mod for.
////

[id='Compiling_Troubleshooting']
=== Troubleshooting

Expand Down Expand Up @@ -340,7 +349,8 @@ xref:Development/BeginnersGuide/index.adoc#_mod_reference[Mod Reference]
in parentheses.
Once you have created a mod, it will appear in the list automatically.

//// dedi-docs
////
dedi-docs
=== Packaging Mods with Alpakit
For the following to be packaged, the requisite build (see xref:Development/BeginnersGuide/project_setup.adoc#_project_compilation[Project Compilation]) must be completed and successful.
** Windows Client - `Shipping - x64 / Shipping|Win64`
Expand All @@ -364,7 +374,8 @@ For our local testing, we will only need Windows (the client) checked.
You can press the 'Alpakit Dev' button next to a mod to have Alpakit build and deploy your mod to your Satisfactory installation(s).
image:BeginnersGuide/Alpakit.png[Alpakit, align="center"]
dedi-docs ////
dedi-docs
////
=== (Optional) Packaging SML

Note that if you have not yet installed SML in your game files,
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6 changes: 4 additions & 2 deletions modules/ROOT/pages/Development/TestingResources.adoc
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Expand Up @@ -190,7 +190,8 @@ you can edit your default game configuration, found at
If you choose this option, the game will _always_ launch using this config
no matter where you launch it from, even when mods are not installed.

//// dedi-docs
////
dedi-docs
== Dedicated Servers
In order to start testing on dedicated servers, you will first need to set up your own dedicated server.
Expand All @@ -208,7 +209,8 @@ attempting to upload saves to it will fail, since the save is already present in
Since the dedicated server you will be testing with does not need to connect to the internet,
following the wiki's directions for correctly authenticating with Steam or Epic servers are not required.
The minimum suggested launch arguments for a dedicated server is `.\FactoryServer.exe -log -EpicPortal`
dedi-docs////
dedi-docs
////

== Modify Online Subsystem Behavior

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