UE4SS

Results 349 comments of UE4SS

> The main reason I wanted it done first is because it will be used as an example, so I'd prefer the example not be using something that may get...

> It's going to be used as one just by nature of being a c++ mod in the repo. I haven't looked at it in so long I don't recall...

I don't think the format of the existing JSON file is good when using glaze's json-to-cpp-struct functionality. It's an object containing several arrays but the names of these arrays are...

What I'm trying to say here is that without changing the current format, we'll probably have to use raw untyped [glz::json_t](https://github.com/stephenberry/glaze/blob/main/docs/generic-json.md) instead of a properly typed API. This isn't recommended,...

> Can we change the format to use nested arrays rather than arrays named after the functions? Probably but I think the breakpoints system has to be changed for us...

This seems good but I think it's a good idea to put anything that only has one line like `description`,`author`, and `main_file_name` at the top of the file and anything...

> For C++ mods I'd like the metadata to be a struct in the base mod class. That way the mod authors only need to edit it in one place,...

> Yeah, I was debating about that in my head, but I don't think end users should ever be editing the metadata manually (this also works as a bit of...

> My idea for handling it wouldn't have that issue. Then I don't understand your idea.

Reference for semver: https://devhints.io/semver