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- added clarification to c++ mod dcos
- removed page entries (but not deleted actual pages) for experimental.md and universal ue mods.md because they are both empty and that likely won't change for the foreseeable future
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Buckminsterfullerene02 committed Apr 13, 2024
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2 changes: 0 additions & 2 deletions docs/SUMMARY.md
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- [Blueprint Modloading](./feature-overview/blueprint-modloader.md)
- [Live Property Viewer and Editor](./feature-overview/live-view.md)
- [Dumpers](./feature-overview/dumpers.md)
- [Universal UE Mods](./feature-overview/universal-mods.md)
- [Experimental](./feature-overview/experimental.md)
- [Installation](./installation-guide.md)
- [Custom Game Configs](./custom-game-configs.md)
- [Lua API](./lua-api.md)
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4 changes: 2 additions & 2 deletions docs/cpp-api.md
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Expand Up @@ -6,6 +6,6 @@ You are expected to have a basic understanding of C++ and Unreal Engine's C++ AP

You may need to read code in the [UEPsuedo](https://github.com/Re-UE4SS/UEPseudo) repository (more specifically, the `include/Unreal` directory) to understand how to use these functions.

For version: **3.0.0**.
For version: **3.1.0**

Current status: **incomplete**.
Current status: **incomplete**
6 changes: 4 additions & 2 deletions docs/cpp-api/cpp-examples.md
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# C++ Examples

## Template repository for making UE4SS C++ mods: [UE4SSCPPTemplate](https://github.com/UE4SS-RE/UE4SSCPPTemplate)
Template repository for making UE4SS C++ mods: [UE4SSCPPTemplate](https://github.com/UE4SS-RE/UE4SSCPPTemplate) - note that if you are developing on latest main branch, you should use the `dev` branch of this template repo if there are any changes to the template that are not yet merged into `main`.

### Example repo 1: [kismet-debugger](https://github.com/trumank/kismet-debugger) - trumank
Search GitHub for any Lua code calling reasonably uniquely-named UE4SS API functions, excluding the actual UE4SS repository from the search:

https://github.com/search?q=language%3Acpp++%22+%3A+public+CppUserModBase%22+NOT+repo%3AUE4SS-RE%2FRE-UE4SS+NOT+repo%3AEpicGames%2FUnrealEngine&type=code
13 changes: 8 additions & 5 deletions docs/guides/creating-a-c++-mod.md
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> The guide requires having a working C++ development environment with `xmake` and `git`, preferably similar to the one required to build UE4SS itself from sources.
## Part 1
**Make sure you have downloaded all the [build requirements mentioned in the README](https://docs.ue4ss.com/#build-requirements) before following these steps!**

1. Make an Epic account and link it to your GitHub account
2. Check your email and accept the invitation to the @EpicGames GitHub organization for Unreal source access.
3. Make a directory somewhere on your computer, the name doesn't matter but I named mine `MyMods`.
4. Clone the RE-UE4SS repo so that you end up with `MyMods/RE-UE4SS`.
5. Open CMD and cd into `RE-UE4SS` and execute: `git submodule update --init --recursive`
6. Go back to the `MyMods` directory and create a new directory, this directory will contain your mod source files.
3. Setup SSH keys on your GitHub account which will let git access the Unreal source you got access for in 2 and 3.
4. Make a directory somewhere on your computer, the name doesn't matter but I named mine `MyMods`.
5. Clone the RE-UE4SS repo so that you end up with `MyMods/RE-UE4SS`.
6. Open CMD and cd into `RE-UE4SS` and execute: `git submodule update --init --recursive`
7. Go back to the `MyMods` directory and create a new directory, this directory will contain your mod source files.
I named mine `MyAwesomeMod`.
7. Create a file called `xmake.lua` inside `MyMods` and put this inside it:
8. Create a file called `xmake.lua` inside `MyMods` and put this inside it:
```lua
includes("RE-UE4SS")
includes("MyAwesomeMod")
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2 changes: 1 addition & 1 deletion docs/guides/installing-a-c++-mod.md
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1. This part assumes you have UE4SS installed and working for your game already. If not, refer to the [installation guide](../installation-guide.md).

2. After building, you will have the following file:
- `MyAwesomeMod.dll` in `MyMods\Output\<Configuration>\MyAwesomeMod`
- `MyAwesomeMod.dll` in `MyMods\Binaries\<Configuration>\MyAwesomeMod`

3. Navigate over to your game's executable folder and open the `Mods` folder. Here we'll do a couple things:
- Create a folder structure in `Mods` that looks like `MyAwesomeMod\dlls`.
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6 changes: 3 additions & 3 deletions docs/lua-api.md
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These are the Lua API functions available in UE4SS, on top of the standard libraries that Lua comes with by defualt.

For version: **3.0.0**.
For version: **3.1.0**

Current status: **incomplete**.
Current status: **mostly complete**

## Full API Overview

This is an overall list of API definitions available in UE4SS. For more readable information, see the individual API definition pages in the collapsible sections 4.1, 4.2 and 4.3.

> Warning: This API list is not updated as often as the individual API definition pages. It may be out of date.
> **Warning: This API list is not updated since 2.5.2, so it out of date. Please refer to the individual API definition pages for the most up-to-date information.**
### Table Definitions
- The definitions appear as: FieldName | FieldValueType
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