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@@ -9,11 +9,14 @@ some notes about most important changes such as:
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## New
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Added support for UE Version 5.5 - ([UE4SS #708](https://github.com/UE4SS-RE/RE-UE4SS/pull/708))
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Added support for UE Version 5.4 - ([UE4SS #503](https://github.com/UE4SS-RE/RE-UE4SS/pull/503))
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Added basic support for Development/Debug/Test built Unreal Engine games ([UE4SS #607](https://github.com/UE4SS-RE/RE-UE4SS/pull/607))
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- To use this functionality, set DebugBuild to true in UE4SS-Settings.ini
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Added new build definition "LessEqual421". Using this definition for games on UE<=4.21 is not mandatory for UE4SS to function, but will ensure the correct alignment is used in containers.
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**BREAKING:** - This also changes the default FName alignment from 8 to 4.
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- To use this functionality, enter LessEqual421 in the <Target> section of the XMake configuration command.
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@@ -36,7 +39,9 @@ Added search filter: `IncludeClassNames`. ([UE4SS #472](https://github.com/UE4SS
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### Lua API
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Added global function `CreateInvalidObject`, which returns an invalid UObject. ([UE4SS #652](https://github.com/UE4SS-RE/RE-UE4SS/issues/652))
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Added GenerateLuaTypes function. ([UE4SS #664](https://github.com/UE4SS-RE/RE-UE4SS/pull/664))
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Added global Dumpers functions to Types.lua. ([UE4SS #664](https://github.com/UE4SS-RE/RE-UE4SS/pull/664))
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#### Types.lua [PR #650](https://github.com/UE4SS-RE/RE-UE4SS/pull/650)
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- Added `FName` function overloads with FindType parameter
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#### UEHelpers
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- Added function `GetPlayer` which is just a fast way to get player controlled Pawn (the majority of the time it will be the player character) [PR #650](https://github.com/UE4SS-RE/RE-UE4SS/pull/650)
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- Added functions: `GetEngine`, `GetGameInstance`, `GetGameViewportClient`, `GetGameModeBase`, `GetGameStateBase`,`GetPersistentLevel` and `GetWorldSettings` [PR #650](https://github.com/UE4SS-RE/RE-UE4SS/pull/650)
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- Added functions to get static objects: `GetKismetStringLibrary`, `GetKismetTextLibrary` [PR #650](https://github.com/UE4SS-RE/RE-UE4SS/pull/650)
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- Added function `GetActorFromHitResult` which extracts the hit actor from a `FHitResult` struct based on UE's version [PR #650](https://github.com/UE4SS-RE/RE-UE4SS/pull/650)
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- Added function `GetPlayer` which is just a fast way to get player controlled Pawn (the majority of the time it will be the player character) [PR #650](https://github.com/UE4SS-RE/RE-UE4SS/pull/650)
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- Added functions: `GetEngine`, `GetGameInstance`, `GetGameViewportClient`, `GetGameModeBase`, `GetGameStateBase`,`GetPersistentLevel` and `GetWorldSettings` [PR #650](https://github.com/UE4SS-RE/RE-UE4SS/pull/650)
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- Added functions to get static objects: `GetKismetStringLibrary`, `GetKismetTextLibrary` [PR #650](https://github.com/UE4SS-RE/RE-UE4SS/pull/650)
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- Added function `GetActorFromHitResult` which extracts the hit actor from a `FHitResult` struct based on UE's version [PR #650](https://github.com/UE4SS-RE/RE-UE4SS/pull/650)
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- Added FName utility functions [PR #650](https://github.com/UE4SS-RE/RE-UE4SS/pull/650):
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- `FindFName`: wrapper for `FName(Name, EFindName.FNAME_Find)`
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- `AddFName`: wrapper for `FName(Name, EFindName.FNAME_Add)`
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- Added [Lua Server Annotations](https://luals.github.io/wiki/annotations/) to all UEHelpers functions [PR #650](https://github.com/UE4SS-RE/RE-UE4SS/pull/650)
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- `AddFName`: wrapper for `FName(Name, EFindName.FNAME_Add)`
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- Added [Lua Server Annotations](https://luals.github.io/wiki/annotations/) to all UEHelpers functions [PR #650](https://github.com/UE4SS-RE/RE-UE4SS/pull/650)
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- Added functions `GetAllPlayerStates` and `GetAllPlayers` [PR #688](https://github.com/UE4SS-RE/RE-UE4SS/pull/688)
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### C++ API
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Key binds created with `UE4SSProgram::register_keydown_event` end up being duplicated upon mod hot-reload.
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To fix this, `CppUserModBase::register_keydown_event` has been introduced.
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It's used exactly the same way except without the `UE4SSProgram::` part. ([UE4SS #446](https://github.com/UE4SS-RE/RE-UE4SS/pull/446))
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Added `on_ui_init()`, it fires when the UI is initialized.
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It's intended to use the `UE4SS_ENABLE_IMGUI` macro in this function.
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Failing to do so will cause a crash when you try to render something with imgui.
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BREAKING: Changed `FTransform` constructor to be identical to unreal.
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Added `OpenFor::ReadWrite`, to be used when calling `File::open`.
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This can be used when calling `FileHandle::memory_map`, unlike `OpenFor::Writing`. ([UE4SS #507](https://github.com/UE4SS-RE/RE-UE4SS/pull/507))
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### BPModLoader
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### General
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Changed the default location of the UE4SS release assets to be in `game executable directory/ue4ss/`. This change is backwards compatible with the old location. ([UE4SS #506](https://github.com/UE4SS-RE/RE-UE4SS/pull/506)) - Buckminsterfullerene
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Updated PatternSleuth submodule ([UE4SS #638](https://github.com/UE4SS-RE/RE-UE4SS/pull/638))
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### Live View
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#### UEHelpers [UE4SS #650](https://github.com/UE4SS-RE/RE-UE4SS/pull/650)
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- Increased version to 3
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- Reworked all UEHelpers functions to ensure that they always return an object which can be checked with the function `IsValid` for validation
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- Reworked `UEHelpers.GetPlayerController` to return first valid player controller (It will now return a player controller even if it doesn't control a pawn at the time)
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- Reworked `UEHelpers.GetWorld` function to use UWorld cache (UWorld usually never changes)
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- Change `UEHelpers.GetWorldContextObject` function annotation to return `UObject`. (Any UObject with a GetWorld() function is a valid WorldContext)
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- Increased version to 3
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- Reworked all UEHelpers functions to ensure that they always return an object which can be checked with the function `IsValid` for validation
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- Reworked `UEHelpers.GetPlayerController` to return first valid player controller (It will now return a player controller even if it doesn't control a pawn at the time)
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- Reworked `UEHelpers.GetWorld` function to use UWorld cache (UWorld usually never changes)
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- Change `UEHelpers.GetWorldContextObject` function annotation to return `UObject`. (Any UObject with a GetWorld() function is a valid WorldContext)
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- Removed duplicate function `UEHelpers.GetKismetMathLibrary`
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### C++ API
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### ConsoleEnablerMod
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Added additional console key **~** (Tilde) ([UE4SS #687](https://github.com/UE4SS-RE/RE-UE4SS/pull/687))
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The console keys **F10** and **~** are now added by the mod in addition to the existing keys instead of replacing them ([UE4SS #687](https://github.com/UE4SS-RE/RE-UE4SS/pull/687))
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### Repo & Build Process

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