FactoryGame is an unreal engine project
PAKer packs your assets into a pak file
SMI is a c++ project for testing purposes.
All assets/code related to satisfactory are under copyright for Coffee Stain Studios!
Create a new blueprint and select FGItemDescriptor as the parent.
Create a new blueprint and select FGResourceDescriptor as the parent.
You need a tool to unpack the original Satisfactory pak file first!
You have to replicate the exact folder structure e.g.:
Path to pak asset: /FactoryGame/Content/FactoryGame/Buildable/Factory/ConstructorMk1/Build_ConstructorMk1.uasset
Ignore the first two folders like this: FactoryGame/Buildable/Factory/ConstructorMk1/Build_ConstructorMk1.uasset
Now you have to create all these folders
Your folder structure should look like this:
FactoryGame ExampleMod... Buildable Factory ConstructorMk1
Now create a new blueprint with the exact same name. (Name should be "Build_ConstructorMk1" in this example)
The blueprint parent doesn't matter!
Click on [FILE] and click on "Cook Content for Windows"
Now open the File Explorer and go to PATH/TO/PROJECT/Saved/Cooked/WindowsNoEditor/FactoryGame/Content/FactoryGame.
Copy the folders and the files you want to add/overwrite and copy them into PAKer/FactoryGame/Content/FactoryGame.
Now execute PakIt.bat in the PAKer folder.
This should create a file named pakfile_p.pak.
You can use SML or the SMI project.
In SMI there's a function called AssetLoader::LoadAssetSimple(...)
Change the code as you like. There're some comments which will help you ;)
If you built the project you have to inject the compiled dll into satisfactory.
Any files/assets you want to overwrite/add must be copied to the PAKer/FactoryGame/Content/FactoryGame folder!!!
Assets you want to reference should not be put into the pak file!!!