| 2 | #include "Mod/Mod.h" |
| 3 | |
| 4 | class ExampleMod : public Mod |
| 5 | { |
| 6 | public: |
| 7 | |
| 8 | //Basic Mod Info |
| 9 | ExampleMod() |
| 10 | { |
| 11 | ModName = "ExampleMod"; // Mod Name -- If Using BP ModActor, Should Be The Same Name As Your Pak |
| 12 | ModVersion = "1.0.0"; // Mod Version |
| 13 | ModDescription = "HAHAHAHA MOD GO BURR"; // Mod Description |
| 14 | ModAuthors = "RussellJ"; // Mod Author |
| 15 | ModLoaderVersion = "2.2.1"; |
| 16 | |
| 17 | // Dont Touch The Internal Stuff |
| 18 | ModRef = this; |
| 19 | CompleteModCreation(); |
| 20 | } |
| 21 | |
| 22 | //Called When Internal Mod Setup is finished |
| 23 | virtual void InitializeMod() override; |
| 24 | |
| 25 | //InitGameState Call |
| 26 | virtual void InitGameState() override; |
| 27 | |
| 28 | //Beginplay Hook of Every Actor |
| 29 | virtual void BeginPlay(UE4::AActor* Actor) override; |
| 30 | |
| 31 | //PostBeginPlay of EVERY Blueprint ModActor |
| 32 | virtual void PostBeginPlay(std::wstring ModActorName, UE4::AActor* Actor) override; |
| 33 | |
| 34 | //DX11 hook for when an image will be presented to the screen |
| 35 | virtual void DX11Present(ID3D11Device* pDevice, ID3D11DeviceContext* pContext, ID3D11RenderTargetView* pRenderTargetView) override; |
| 36 | |
| 37 | virtual void OnModMenuButtonPressed() override; |
| 38 | |
| 39 | //Call ImGui Here (CALLED EVERY FRAME ON DX HOOK) |
| 40 | virtual void DrawImGui() override; |
| 41 | |
| 42 | private: |
| 43 | // If you have a BP Mod Actor, This is a straight refrence to it |
| 44 | UE4::AActor* ModActor; |
| 45 | }; |
nothing calls this directly
no outgoing calls
no test coverage detected