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Updated changelog with the new on_lua_start/stop overloads
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UE4SS committed Oct 22, 2023
1 parent bed71e0 commit 1831b25
Showing 1 changed file with 5 additions and 3 deletions.
8 changes: 5 additions & 3 deletions assets/Changelog.md
Original file line number Diff line number Diff line change
Expand Up @@ -58,11 +58,13 @@ Made calls to `UObject::StaticClass` work for custom UObject classes that have b
Expose IMGui to C++ mods - Truman

Added `on_lua_start` for C++ mods.
This function fires whenever a Lua mod by the same name as the C++ mod is started.
Overload #1: This function fires whenever any Lua mod is started.
Overload #2: This function fires whenever a Lua mod by the same name as the C++ mod is started.
It allows interactions with Lua from C++ mods.

Added `on_lua_stop` for C++ mods.
This function fires right before a Lua mod by the same name as the C++ mod is about to be stopped.
Added `on_lua_stop` for C++ mods.
Overload #1: This function fires whenever any Lua mod is about to be stopped.
Overload #2: This function fires right before a Lua mod by the same name as the C++ mod is about to be stopped.

Added `UFunction::RegisterPreHookForInstance` and `UFunction::RegisterPostHookForInstance`
These functions work the same as `UFunction::RegisterPreHook`/`UFunction::RegisterPostHook` except the callback is only fired if the context matches the specified instance
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