I'm trying to create a game mode based on Conflict where instead of BLUFORvsOPFOR the competing factions are any number of custom/player made factions. Most stuff for my current custom faction is working fine up until I go and try to start building at HQ or using an engineering truck, the freebuild mode tabs are all empty. I remember when I first started trying modding Reforger for a non-Conflict gamemode I somehow made a radio backpack had all 3 factions' entities accessible in build mode but can't figure out what's missing from this new Conflict setup.
I've been digging through the C++ files to try and reverse-engineer this behaviour to understand why my custom player faction isn't able to build anything. No luck yet but so far I'm guessing it's related to matching something in the editable entity prefabs with faction labels set by `AddRemoveFactionLabel(SCR_Faction.Cast(buildingFaction), true);` on line 305 of `SCR_CampaignBuildingEditor.c`. I noticed that pretty much all the buildable entities have faction key prefixes in their names so am currently guessing it's just filtering to prefabs where the added faction label matches the filename or a faction component key inside it.
There doesn't seem to be any guides or tutorials covering this behaviour in Conflict. Has anybody unwound it and mind explaining?