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Mod-Hub

A shared settings window for blueprint mods that want to use it.

How to use as a mod user

Download ModHub.pak and install into AstroColony/Content/Paks/LogicMods (Unreal Mod Loader is required)

How to use as a mod developer

Download the most recent release of _ModHub.zip

Extract the folder _ModHub from within this .zip into your UE project's Content folder. So an example project path should be AstroColony/Content/_ModHub

There are 3 interfaces:

  • IHub - Coontains functions that can be called on the Mod Hub Manager. More on that later
  • IHubPageWidget - The interface to add to every widget blueprint page that you want to add to Mod Hub
  • IHubMod - The interface to add to the main mod actor of your mod

1

IHubPageWidget

  1. Add it under class settings.

2

  1. Double click on the interface functions and fill out the return variable.

3

IHubMod

  1. Add it under class settings.

4

  1. Double click on the interface functions and fill out the return variables.

5

  1. When adding pages, keep in mind that you need to instantiate your mod page widgets for them to show.

6

Optional:

  1. Right click the event functions and implement them. You can now handle these events.
  2. Mod Registered gets called when your mod is registered with Mod Hub. It returns a reference to the Hub.
  3. As shown are some of the functions that can be used with the IHub reference.

7

Notes

  • Do not pack the _ModHub folder nor its contents with your mod. A copy already exists with the ModHub itself.
  • If you want to view the ModHub source code, you can find it in the Source folder. Make sure you don't pack this with your mod.
  • There is an example ModHub mod called "Test", if you get stuck.

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