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FallenOrderModHandler.h
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FallenOrderModHandler.h
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#pragma once
#include "Mod/Mod.h"
class FallenOrderModHandler : public Mod
{
public:
//Basic Mod Info
FallenOrderModHandler()
{
ModName = "Jedi Fallen Order Mod Handler"; // Mod Name -- If Using BP ModActor, Should Be The Same Name As Your Pak
ModVersion = "1.1.0"; // Mod Version
ModDescription = "Allows UML to load mods created for FOML"; // Mod Description
ModAuthors = "RussellJ"; // Mod Author
ModLoaderVersion = "2.2.0";
// Dont Touch The Internal Stuff
ModRef = this;
CompleteModCreation();
}
//Called When Internal Mod Setup is finished
virtual void InitializeMod() override;
//InitGameState Call
virtual void InitGameState() override;
//Beginplay Hook of Every Actor
virtual void BeginPlay(UE4::AActor* Actor) override;
//PostBeginPlay of EVERY Blueprint ModActor
virtual void PostBeginPlay(std::wstring ModActorName, UE4::AActor* Actor) override;
//DX11 hook for when an image will be presented to the screen
virtual void DX11Present(ID3D11Device* pDevice, ID3D11DeviceContext* pContext, ID3D11RenderTargetView* pRenderTargetView) override;
virtual void OnModMenuButtonPressed() override;
//Call ImGui Here (CALLED EVERY FRAME ON DX HOOK)
virtual void DrawImGui() override;
private:
// If you have a BP Mod Actor, This is a straight refrence to it
UE4::AActor* ModActor;
};