#include "CustomBlueprintsEditor.h" class UClass* characterClass = nullptr; class UClass* abilityTriggerClass = nullptr; class UClass* abilityGroupClass = nullptr; class UClass* projectileClass = nullptr; class UClass* modifierClass = nullptr; class UClass* libClass = nullptr; void LoadDependencies() { libClass = FindObject(ANY_PACKAGE, L"/Script/UnrealProject.Lib"); characterClass = FindObject(ANY_PACKAGE, L"/Script/UnrealProject.NetworkCharacter"); abilityGroupClass = FindObject(ANY_PACKAGE, L"/Script/UnrealProject.AbilityEventGroup"); abilityTriggerClass = FindObject(ANY_PACKAGE, L"/Script/UnrealProject.AbilityTriggerBase"); projectileClass = FindObject(ANY_PACKAGE, L"/Script/UnrealProject.ProjectileBase"); modifierClass = FindObject(ANY_PACKAGE, L"/Script/UnrealProject.Modifier"); //printf("\nhoi %p\n%p\n%p\n%p\n%p\n%p\n", libClass, characterClass, abilityGroupClass, abilityTriggerClass, projectileClass, modifierClass); } class FCustomBlueprintsEditor : public IModuleInterface { public: /** IModuleInterface implementation */ virtual void StartupModule() override { auto module = FModuleManager::LoadModuleChecked("UnrealProject"); FModuleManager& moduleManager = FModuleManager::Get(); bool ok = moduleManager.DoesLoadedModuleHaveUObjects(L"UnrealProject"); LoadDependencies(); // Class'/Script/UnrealProject.Lib' // Class'/Script/UnrealProject.AbilityEventGroup' // Class'/Script/UnrealProject.AbilityTriggerBase' // Class'/Script/UnrealProject.ProjectileBase' // Class'/Script/UnrealProject.Modifier' } virtual void ShutdownModule() override { } private: }; IMPLEMENT_MODULE(FCustomBlueprintsEditor, CustomBlueprintsEditor)