haxis/Plugins/CustomBlueprints/Source/CustomBlueprintsEditor/CustomBlueprintsEditor.cpp

45 lines
1.8 KiB
C++

#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<UClass>(ANY_PACKAGE, L"/Script/UnrealProject.Lib");
characterClass = FindObject<UClass>(ANY_PACKAGE, L"/Script/UnrealProject.NetworkCharacter");
abilityGroupClass = FindObject<UClass>(ANY_PACKAGE, L"/Script/UnrealProject.AbilityEventGroup");
abilityTriggerClass = FindObject<UClass>(ANY_PACKAGE, L"/Script/UnrealProject.AbilityTriggerBase");
projectileClass = FindObject<UClass>(ANY_PACKAGE, L"/Script/UnrealProject.ProjectileBase");
modifierClass = FindObject<UClass>(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<IModuleInterface>("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)