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Mention additional tools for tracking down asset paths
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modules/ROOT/pages/Development/Cpp/Cookbook.adoc

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@@ -111,3 +111,7 @@ https://dev.epicgames.com/community/learning/tutorials/2lZj/unreal-engine-creati
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https://forums.unrealengine.com/t/how-to-create-k2node-that-appears-as-multiple-node-entries-per-every-component-property-within-blueprint/770002
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== Custom Cpp Struct Equality Operator
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https://forums.unrealengine.com/t/creating-a-custom-equality-operator-between-structures/151127
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https://forums.unrealengine.com/t/creating-a-custom-equality-operator-between-structures/151127

modules/ROOT/pages/Development/ReuseGameFiles.adoc

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@@ -34,12 +34,22 @@ As an example, let's say you wanted to reuse the static mesh and icon from the
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https://satisfactory.wiki.gg/HUB_Parts[HUB Parts]
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component mentioned earlier.
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The first step is to track down the location of the asset in the base game.
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This is done by figuring out the Blueprint Path of the asset via the
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https://satisfactory.wiki.gg/[Satisfactory Wiki],
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searching around for it in xref:Development/ExtractGameFiles.adoc#FModel[FModel]
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(the case for most GUI elements),
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or using a mod like https://ficsit.app/mod/ContentInspector[Content Inspector].
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=== Finding the Assets
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The first step is to track down the location - the Blueprint Path - of those asset in the base game's files.
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The game's assets are not named or organized predictably,
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so it's often easier to start with another (easier to locate) asset that references the content you want,
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then look at its properties.
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For example, we don't know what the blueprint path of HUB Parts' icon or mesh is,
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but we do know that the HUB Parts item must be referencing them somehow to use them.
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There are multiple ways to track down content, including:
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- For items, recipes, and some actors, use https://ficsit.app/mod/TFIT[TFIT's debugging features], which can display recipe and item paths.
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- For schematics, use https://ficsit.app/mod/MAMTips[MAM Enhancer's debug mode], which displays schematic paths
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- For arbitrary content (images used in machine UIs, particle systems, sounds), browse with xref:Development/ExtractGameFiles.adoc#FModel[FModel]
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or https://ficsit.app/mod/ContentInspector[Content Inspector].
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- The https://satisfactory.wiki.gg/[Satisfactory Wiki] has manually entered blueprint paths for some items.
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.HUB Parts on the Satisfactory Wiki
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image::ReuseContent/WikiHubPartsBox.png[HUB Parts on the Satisfactory Wiki]
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`\FactoryGame\Resource\Parts\HUBParts`
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in FModel to find the relevant files.
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.HUB Parts inside of the FModel Folders browser
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.HUB Parts inside of the FModel "Folders" browser
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image::ReuseContent/FModelFoundPath.png[HUB Parts inside of FModel]
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Upon switching to the Packages tab we can see
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.HUB Parts in the FModel 3D Viewer
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image::ReuseContent/FModelHubParts.png[HUB Parts in the FModel 3D Viewer]
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=== Creating the Placeholders
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Now that you've found the location of the asset in the base game,
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you're ready to set up the placeholder for it. Within your editor,
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you should go to the same path that you followed in FModel, creating
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[TIP]
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====
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Notice that the actual content you use for the content you are
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Notice that the content of the asset you are
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creating a placeholder for _does not matter at all_ - just that it
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has the correct name, path, and asset type as the content you want to reference.
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has the same name, path, and asset type as the content you want to reference.
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====
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[TIP]
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xref:Development/BeginnersGuide/SimpleMod/recipe.adoc[Recipe/Schematic tutorial],
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which you can copy in from the ExampleMod in your project or download it again from the above link.
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image:ReuseContent/PlaceholderMesh.png[Final Placeholder Mesh]
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image:ReuseContent/PlaceholderIcon.png[Final Placeholder Icon]
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image::ReuseContent/PlaceholderMesh.png[Final Placeholder Mesh]
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image::ReuseContent/PlaceholderIcon.png[Final Placeholder Icon]
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Note that these screenshots also contain placeholders
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[NOTE]
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====
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These screenshots also contain placeholders
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of some other files related to the HUB Parts.
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You do not need to have placeholders for everything,
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just the content you want to reference.
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====
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Once these placeholder assets are created,
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you can refer to them from elsewhere in your mod project.

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