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Port to Satisfactory 1.2 experimental (CSS UE 5.6.1)#17

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adambenovic:fix/ue561-compatibility
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Port to Satisfactory 1.2 experimental (CSS UE 5.6.1)#17
adambenovic wants to merge 1 commit into
dortamur:masterfrom
adambenovic:fix/ue561-compatibility

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@adambenovic

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This ports UEVR Enhancements to Satisfactory 1.2 experimental, which upgraded the engine to CSS UE 5.6.1. Verified working in-headset (D3D12 + OpenXR via Virtual Desktop): hands, equipment attach/swap, HUD/wrist panels, build mode, photo mode.

Blueprint fixes (removed/replaced API references that no longer exist in CSS 5.6.1)

  • VRPhotoModeHelper: mOnDecoupledCameraToggled delegate was removed - replaced the bind with tick-based polling via GetIsDecoupledCameraOn() on UFGPhotoModeComponent
  • UI_VRHUD: removed UpdatePublicNotes/UpdatePrivateNotes calls (Widget_ShoppingList_C removed)
  • UI_VRVehiclePointWidget: removed SetNewWaitTime/Widget_Vehicle_Target_Point nodes (class + function removed)
  • UI_VehicleDashboard: removed GetHealthComponent, IsRecording, GetManualDockingState, GetTransferAnimationState + their delegate bindings (all removed); IsAutopilotEnabled moved - now via GetVehicleIdentifier()->IsAutopilotEnabled() on FGWheeledVehicleIdentifier

C++ fixes

  • PhotoMode: fixed NativeHookManager include path; MoveMouseX() replaced with LookAxis(FInputActionValue) per the CSS 5.6.1 input API change
  • VREquipment: include paths for FGChargedWeapon/FGAmmoType (moved to Equipment/)

Config

  • GameVersion bumped to >=491125 (CSS 5.6.1 build)

Important: requires a UEVR fix to render correctly

Stock UEVR (incl. latest nightly) misclassifies UE 5.5/5.6 stereo view index 0 as a mono pass, which makes everything near the camera render heavily doubled (eyes end up ~33 cm apart instead of IPD). Fix submitted upstream: praydog/UEVR#422. Until that lands in a nightly, a UEVR build with that one-line patch is required for 1.2 experimental. The mod itself needed no changes for that issue - this PR is purely the 5.6.1 API compatibility work.

Happy to split or adjust anything - and thanks for the great mod!

🤖 Generated with Claude Code

Blueprint fixes (removed/replaced broken API references):
- VRPhotoModeHelper: replace mOnDecoupledCameraToggled delegate bind
  with tick-based polling via GetIsDecoupledCameraOn() on UFGPhotoModeComponent
- UI_VRHUD: remove UpdatePublicNotes/UpdatePrivateNotes calls on
  Widget_ShoppingList_C (class removed in CSS 5.6.1)
- UI_VRVehiclePointWidget: remove SetNewWaitTime/Widget_Vehicle_Target_Point
  nodes (class and function removed in CSS 5.6.1)
- UI_VehicleDashboard: remove GetHealthComponent, IsRecording, GetManualDockingState,
  GetTransferAnimationState, and associated delegate bindings (all removed);
  replace IsAutopilotEnabled on FGWheeledVehicle with
  GetVehicleIdentifier()->IsAutopilotEnabled() chain on FGWheeledVehicleIdentifier

C++ fixes:
- PhotoMode: fix NativeHookManager include path; replace MoveMouseX() with
  LookAxis(FInputActionValue) per CSS 5.6.1 input API change
- VREquipment: fix include paths for FGChargedWeapon and FGAmmoType
  (moved to Equipment/ subdirectory)

Config: update GameVersion to >=491125 (CSS 5.6.1 build)

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
@adambenovic

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There's a few MCPs, haven't tried them all but this one just works for now https://github.com/mirno-ehf/ue5-mcp

@adambenovic adambenovic closed this Jun 7, 2026
@dortamur

dortamur commented Jun 8, 2026

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Apparently I commented on the wrong Github account yesterday. 😅

Original comment:

Thanks!! I've actually made pretty much all these changes locally, but haven't pushed the new branch yet. 😆

...and I ran into UEVR Injection problems, which looks like you've already identified and are on top of a fix!

How are you using Claude Code with UE Blueprints? (I've not looked into it yet...)

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2 participants