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