├── .gitignore ├── Config ├── DefaultEditor.ini ├── DefaultEngine.ini └── DefaultGame.ini ├── LICENSE ├── Plugins └── UnrealAutoMod │ ├── Content │ ├── Blueprints │ │ └── BPFL_UnrealAutoMod.uasset │ ├── DataTables │ │ └── DT_Themes.uasset │ ├── Materials │ │ ├── M_UI_Arrow.uasset │ │ ├── M_UI_Background.uasset │ │ └── M_UI_Invisible.uasset │ ├── Saves │ │ └── SG_Settings.uasset │ ├── Structs │ │ └── F_Theme.uasset │ ├── Textures │ │ ├── T_Arrow_Mask.uasset │ │ ├── T_MaskFour.uasset │ │ ├── T_MaskOne.uasset │ │ ├── T_MaskThree.uasset │ │ └── T_MaskTwo.uasset │ └── Widgets │ │ ├── UnrealAutoModMini.uasset │ │ ├── WBP_Base_Button.uasset │ │ └── WBP_Text.uasset │ ├── Resources │ ├── ButtonIcon_40x.png │ ├── Icon128.png │ └── UnrealAutoMod │ │ └── unreal_auto_mod_updater.bat │ ├── Source │ ├── Private │ │ ├── UnrealAutoMod.cpp │ │ ├── UnrealAutoModBPLibrary.cpp │ │ └── UnrealAutoModUtilities.cpp │ ├── Public │ │ ├── UnrealAutoMod.h │ │ ├── UnrealAutoModBPLibrary.h │ │ └── UnrealAutoModUtilities.h │ └── UnrealAutoMod.Build.cs │ └── UnrealAutoMod.uplugin ├── README.md ├── Source ├── UAM_Uproject.Target.cs ├── UAM_Uproject │ ├── UAM_Uproject.Build.cs │ ├── UAM_Uproject.cpp │ ├── UAM_Uproject.h │ ├── UAM_UprojectGameModeBase.cpp │ └── UAM_UprojectGameModeBase.h └── UAM_UprojectEditor.Target.cs ├── UAM_Uproject.sln ├── UAM_Uproject.uproject └── open_uproject_in_vs_studio_2015.bat /.gitignore: -------------------------------------------------------------------------------- 1 | # Visual Studio 2015 user specific files 2 | .vs/ 3 | 4 | # Compiled Object files 5 | *.slo 6 | *.lo 7 | *.o 8 | *.obj 9 | 10 | # Precompiled Headers 11 | *.gch 12 | *.pch 13 | 14 | # Compiled Dynamic libraries 15 | *.so 16 | *.dylib 17 | *.dll 18 | 19 | # Fortran module files 20 | *.mod 21 | 22 | # Compiled Static libraries 23 | *.lai 24 | *.la 25 | *.a 26 | *.lib 27 | 28 | # Executables 29 | *.exe 30 | *.out 31 | *.app 32 | *.ipa 33 | 34 | # These project files can be generated by the engine 35 | *.xcodeproj 36 | *.xcworkspace 37 | *.sln 38 | *.suo 39 | *.opensdf 40 | *.sdf 41 | *.VC.db 42 | *.VC.opendb 43 | 44 | # Precompiled Assets 45 | SourceArt/**/*.png 46 | SourceArt/**/*.tga 47 | 48 | # Binary Files 49 | Binaries/* 50 | Plugins/*/Binaries/* 51 | 52 | # Builds 53 | Build/* 54 | 55 | # Whitelist PakBlacklist-.txt files 56 | !Build/*/ 57 | Build/*/** 58 | !Build/*/PakBlacklist*.txt 59 | 60 | # Don't ignore icon files in Build 61 | !Build/**/*.ico 62 | 63 | # Built data for maps 64 | *_BuiltData.uasset 65 | 66 | # Configuration files generated by the Editor 67 | Saved/* 68 | 69 | # Compiled source files for the engine to use 70 | Intermediate/* 71 | Plugins/*/Intermediate/* 72 | 73 | # Cache files for the editor to use 74 | DerivedDataCache/* 75 | /Plugins/UnrealAutoMod/Resources/UnrealAutoMod/logs 76 | /Plugins/UnrealAutoMod/Resources/UnrealAutoMod/working_dir 77 | /Plugins/UnrealAutoMod/Resources/UModel 78 | -------------------------------------------------------------------------------- /Config/DefaultEditor.ini: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Mythical-Github/UnrealAutoModInEditor/074cddc8c6b130adcbf38fec9c8810b587d7d0c9/Config/DefaultEditor.ini -------------------------------------------------------------------------------- /Config/DefaultEngine.ini: -------------------------------------------------------------------------------- 1 | [URL] 2 | [/Script/Engine.RendererSettings] 3 | r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=True 4 | 5 | [/Script/HardwareTargeting.HardwareTargetingSettings] 6 | TargetedHardwareClass=Desktop 7 | AppliedTargetedHardwareClass=Desktop 8 | DefaultGraphicsPerformance=Maximum 9 | AppliedDefaultGraphicsPerformance=Maximum 10 | 11 | 12 | -------------------------------------------------------------------------------- /Config/DefaultGame.ini: -------------------------------------------------------------------------------- 1 | [/Script/EngineSettings.GeneralProjectSettings] 2 | ProjectID=4A25728945ECADD6B6B373A8358490B5 3 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | GNU GENERAL PUBLIC LICENSE 2 | Version 3, 29 June 2007 3 | 4 | Copyright (C) 2007 Free Software Foundation, Inc. 5 | Everyone is permitted to copy and distribute verbatim copies 6 | of this license document, but changing it is not allowed. 7 | 8 | Preamble 9 | 10 | The GNU General Public License is a free, copyleft license for 11 | software and other kinds of works. 12 | 13 | The licenses for most software and other practical works are designed 14 | to take away your freedom to share and change the works. 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Such new versions will 567 | be similar in spirit to the present version, but may differ in detail to 568 | address new problems or concerns. 569 | 570 | Each version is given a distinguishing version number. If the 571 | Program specifies that a certain numbered version of the GNU General 572 | Public License "or any later version" applies to it, you have the 573 | option of following the terms and conditions either of that numbered 574 | version or of any later version published by the Free Software 575 | Foundation. If the Program does not specify a version number of the 576 | GNU General Public License, you may choose any version ever published 577 | by the Free Software Foundation. 578 | 579 | If the Program specifies that a proxy can decide which future 580 | versions of the GNU General Public License can be used, that proxy's 581 | public statement of acceptance of a version permanently authorizes you 582 | to choose that version for the Program. 583 | 584 | Later license versions may give you additional or different 585 | permissions. However, no additional obligations are imposed on any 586 | author or copyright holder as a result of your choosing to follow a 587 | later version. 588 | 589 | 15. Disclaimer of Warranty. 590 | 591 | THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY 592 | APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT 593 | HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY 594 | OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, 595 | THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR 596 | PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM 597 | IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF 598 | ALL NECESSARY SERVICING, REPAIR OR CORRECTION. 599 | 600 | 16. Limitation of Liability. 601 | 602 | IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING 603 | WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS 604 | THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY 605 | GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE 606 | USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF 607 | DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD 608 | PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS), 609 | EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF 610 | SUCH DAMAGES. 611 | 612 | 17. Interpretation of Sections 15 and 16. 613 | 614 | If the disclaimer of warranty and limitation of liability provided 615 | above cannot be given local legal effect according to their terms, 616 | reviewing courts shall apply local law that most closely approximates 617 | an absolute waiver of all civil liability in connection with the 618 | Program, unless a warranty or assumption of liability accompanies a 619 | copy of the Program in return for a fee. 620 | 621 | END OF TERMS AND CONDITIONS 622 | 623 | How to Apply These Terms to Your New Programs 624 | 625 | If you develop a new program, and you want it to be of the greatest 626 | possible use to the public, the best way to achieve this is to make it 627 | free software which everyone can redistribute and change under these terms. 628 | 629 | To do so, attach the following notices to the program. It is safest 630 | to attach them to the start of each source file to most effectively 631 | state the exclusion of warranty; and each file should have at least 632 | the "copyright" line and a pointer to where the full notice is found. 633 | 634 | 635 | Copyright (C) 636 | 637 | This program is free software: you can redistribute it and/or modify 638 | it under the terms of the GNU General Public License as published by 639 | the Free Software Foundation, either version 3 of the License, or 640 | (at your option) any later version. 641 | 642 | This program is distributed in the hope that it will be useful, 643 | but WITHOUT ANY WARRANTY; without even the implied warranty of 644 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 645 | GNU General Public License for more details. 646 | 647 | You should have received a copy of the GNU General Public License 648 | along with this program. If not, see . 649 | 650 | Also add information on how to contact you by electronic and paper mail. 651 | 652 | If the program does terminal interaction, make it output a short 653 | notice like this when it starts in an interactive mode: 654 | 655 | Copyright (C) 656 | This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'. 657 | This is free software, and you are welcome to redistribute it 658 | under certain conditions; type `show c' for details. 659 | 660 | The hypothetical commands `show w' and `show c' should show the appropriate 661 | parts of the General Public License. Of course, your program's commands 662 | might be different; for a GUI interface, you would use an "about box". 663 | 664 | You should also get your employer (if you work as a programmer) or school, 665 | if any, to sign a "copyright disclaimer" for the program, if necessary. 666 | For more information on this, and how to apply and follow the GNU GPL, see 667 | . 668 | 669 | The GNU General Public License does not permit incorporating your program 670 | into proprietary programs. If your program is a subroutine library, you 671 | may consider it more useful to permit linking proprietary applications with 672 | the library. If this is what you want to do, use the GNU Lesser General 673 | Public License instead of this License. But first, please read 674 | . 675 | -------------------------------------------------------------------------------- /Plugins/UnrealAutoMod/Content/Blueprints/BPFL_UnrealAutoMod.uasset: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Mythical-Github/UnrealAutoModInEditor/074cddc8c6b130adcbf38fec9c8810b587d7d0c9/Plugins/UnrealAutoMod/Content/Blueprints/BPFL_UnrealAutoMod.uasset -------------------------------------------------------------------------------- /Plugins/UnrealAutoMod/Content/DataTables/DT_Themes.uasset: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Mythical-Github/UnrealAutoModInEditor/074cddc8c6b130adcbf38fec9c8810b587d7d0c9/Plugins/UnrealAutoMod/Content/DataTables/DT_Themes.uasset -------------------------------------------------------------------------------- /Plugins/UnrealAutoMod/Content/Materials/M_UI_Arrow.uasset: 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if /I not "%%~nxF"=="%~nx0" ( 20 | move "%%F" "%backup_dir%" 21 | ) 22 | ) 23 | for /d %%D in ("%script_dir%*") do ( 24 | if /I not "%%~nxD"=="backup" ( 25 | move "%%D" "%backup_dir%" 26 | ) 27 | ) 28 | 29 | echo Downloading update from %zip_url% 30 | powershell -Command "(New-Object Net.WebClient).DownloadFile('%zip_url%', '%zip_file%')" 31 | 32 | echo Extracting files... 33 | powershell -Command "Expand-Archive -Path '%zip_file%' -DestinationPath '%script_dir%' -Force" 34 | 35 | echo Deleting downloaded zip file... 36 | del "%zip_file%" 37 | 38 | echo Update complete. 39 | endlocal 40 | exit 41 | -------------------------------------------------------------------------------- /Plugins/UnrealAutoMod/Source/Private/UnrealAutoMod.cpp: -------------------------------------------------------------------------------- 1 | // Copyright 1998-2019 Epic Games, Inc. All Rights Reserved. 2 | 3 | #include "UnrealAutoMod.h" 4 | 5 | #define LOCTEXT_NAMESPACE "FUnrealAutoModModule" 6 | 7 | void FUnrealAutoModModule::StartupModule() 8 | { 9 | // This code will execute after your module is loaded into memory; the exact timing is specified in the .uplugin file per-module 10 | 11 | } 12 | 13 | void FUnrealAutoModModule::ShutdownModule() 14 | { 15 | // This function may be called during shutdown to clean up your module. For modules that support dynamic reloading, 16 | // we call this function before unloading the module. 17 | 18 | } 19 | 20 | #undef LOCTEXT_NAMESPACE 21 | 22 | IMPLEMENT_MODULE(FUnrealAutoModModule, UnrealAutoMod) -------------------------------------------------------------------------------- /Plugins/UnrealAutoMod/Source/Private/UnrealAutoModBPLibrary.cpp: -------------------------------------------------------------------------------- 1 | // Copyright 1998-2019 Epic Games, Inc. All Rights Reserved. 2 | 3 | #include "UnrealAutoModBPLibrary.h" 4 | #include "UnrealAutoMod.h" 5 | 6 | UUnrealAutoModBPLibrary::UUnrealAutoModBPLibrary(const FObjectInitializer& ObjectInitializer) 7 | : Super(ObjectInitializer) 8 | { 9 | 10 | } 11 | 12 | void UUnrealAutoModBPLibrary::LaunchExternalExecutable(const FString& FilePath, const TArray& Parameters) 13 | { 14 | FString Command = FString::Printf(TEXT("\"%s\""), *FilePath); 15 | 16 | for (const FString& Param : Parameters) 17 | { 18 | Command += FString::Printf(TEXT(" %s"), *Param); 19 | } 20 | 21 | FProcHandle ProcessHandle = FPlatformProcess::CreateProc(*FilePath, *Command, true, false, false, nullptr, 0, nullptr, nullptr); 22 | 23 | if (!ProcessHandle.IsValid()) 24 | { 25 | UE_LOG(LogTemp, Error, TEXT("Failed to launch executable: %s"), *FilePath); 26 | } 27 | } -------------------------------------------------------------------------------- /Plugins/UnrealAutoMod/Source/Private/UnrealAutoModUtilities.cpp: -------------------------------------------------------------------------------- 1 | #include "UnrealAutoModUtilities.h" 2 | #include "HAL/PlatformProcess.h" 3 | #include "Misc/Paths.h" 4 | #include "HAL/FileManager.h" 5 | #include "Engine/Engine.h" 6 | #include "UObject/Class.h" 7 | #include "UObject/UnrealType.h" 8 | #include "UObject/UObjectIterator.h" 9 | #include "Engine/World.h" 10 | #include "Engine/Engine.h" 11 | #include "Kismet/KismetSystemLibrary.h" 12 | #include "Kismet/GameplayStatics.h" 13 | 14 | void UUnrealAutoModUtilities::LaunchExternalExecutable(const FString& FilePath, const TArray& Parameters) 15 | { 16 | FString Command = FString::Printf(TEXT("\"%s\""), *FilePath); 17 | 18 | for (const FString& Param : Parameters) 19 | { 20 | Command += FString::Printf(TEXT(" %s"), *Param); 21 | } 22 | 23 | FProcHandle ProcessHandle = FPlatformProcess::CreateProc(*FilePath, *Command, true, false, false, nullptr, 0, nullptr, nullptr); 24 | 25 | if (!ProcessHandle.IsValid()) 26 | { 27 | UE_LOG(LogTemp, Error, TEXT("Failed to launch executable: %s"), *FilePath); 28 | } 29 | } 30 | 31 | #if PLATFORM_WINDOWS 32 | #include "Windows/AllowWindowsPlatformTypes.h" 33 | #include "Windows/PreWindowsApi.h" 34 | #include 35 | #include "Windows/PostWindowsApi.h" 36 | #include "Windows/HideWindowsPlatformTypes.h" 37 | #endif 38 | 39 | void UUnrealAutoModUtilities::LaunchExternalExecutableNoHead(const FString& FilePath, const TArray& Parameters) 40 | { 41 | FString Command = FString::Printf(TEXT("\"%s\""), *FilePath); 42 | 43 | for (const FString& Param : Parameters) 44 | { 45 | Command += FString::Printf(TEXT(" %s"), *Param); 46 | } 47 | 48 | #if PLATFORM_WINDOWS 49 | // Set up STARTUPINFO to hide the window for cmd.exe 50 | STARTUPINFO StartupInfo; 51 | PROCESS_INFORMATION ProcessInfo; 52 | 53 | ZeroMemory(&StartupInfo, sizeof(StartupInfo)); 54 | ZeroMemory(&ProcessInfo, sizeof(ProcessInfo)); 55 | 56 | StartupInfo.cb = sizeof(StartupInfo); 57 | StartupInfo.dwFlags |= STARTF_USESHOWWINDOW; 58 | StartupInfo.wShowWindow = SW_HIDE; // Hide the cmd.exe window 59 | 60 | // Create the full command to run via cmd.exe 61 | FString FullCommand = FString::Printf(TEXT("cmd.exe /C START /B \"%s\" %s"), *FilePath, *Command); 62 | TCHAR* CommandLine = FullCommand.GetCharArray().GetData(); 63 | 64 | // Create process without window (CREATE_NO_WINDOW) 65 | if (CreateProcess(nullptr, CommandLine, nullptr, nullptr, false, CREATE_NO_WINDOW, nullptr, nullptr, &StartupInfo, &ProcessInfo)) 66 | { 67 | UE_LOG(LogTemp, Log, TEXT("Successfully launched executable headlessly: %s"), *FilePath); 68 | CloseHandle(ProcessInfo.hProcess); 69 | CloseHandle(ProcessInfo.hThread); 70 | } 71 | else 72 | { 73 | UE_LOG(LogTemp, Error, TEXT("Failed to launch executable headlessly: %s"), *FilePath); 74 | } 75 | 76 | #else 77 | // For non-Windows platforms, fallback to FPlatformProcess (doesn't guarantee no window) 78 | FProcHandle ProcessHandle = FPlatformProcess::CreateProc(*FilePath, *Command, true, false, false, nullptr, 0, nullptr, nullptr); 79 | 80 | if (!ProcessHandle.IsValid()) 81 | { 82 | UE_LOG(LogTemp, Error, TEXT("Failed to launch executable headlessly: %s"), *FilePath); 83 | } 84 | #endif 85 | } 86 | 87 | 88 | FString UUnrealAutoModUtilities::GetProjectDirectory() 89 | { 90 | FString ProjectFilePath = FPaths::ConvertRelativePathToFull(FPaths::GetProjectFilePath()); 91 | FString ProjectDir = FPaths::GetPath(ProjectFilePath); 92 | 93 | return ProjectDir; 94 | } 95 | 96 | TArray UUnrealAutoModUtilities::GetFilesInDirectoryTree(const FString& Directory) 97 | { 98 | TArray FileList; 99 | IFileManager& FileManager = IFileManager::Get(); 100 | FileManager.FindFilesRecursive(FileList, *Directory, TEXT("*.*"), true, false, false); 101 | return FileList; 102 | } 103 | 104 | TArray UUnrealAutoModUtilities::GetFileExtensionsFromPaths(const TArray& FilePaths) 105 | { 106 | TArray Extensions; 107 | 108 | for (const FString& FilePath : FilePaths) 109 | { 110 | FString Extension = FPaths::GetExtension(FilePath); 111 | Extensions.Add(Extension); 112 | } 113 | 114 | return Extensions; 115 | } 116 | 117 | bool UUnrealAutoModUtilities::CreateDirectory(const FString& Directory) 118 | { 119 | return IFileManager::Get().MakeDirectory(*Directory, true); 120 | } 121 | 122 | bool UUnrealAutoModUtilities::DeleteDirectoryAndContents(const FString& Directory) 123 | { 124 | IFileManager& FileManager = IFileManager::Get(); 125 | FileManager.DeleteDirectory(*Directory, false, true); 126 | return !FileManager.DirectoryExists(*Directory); 127 | } 128 | 129 | bool UUnrealAutoModUtilities::DoesDirectoryExist(const FString& Directory) 130 | { 131 | IFileManager& FileManager = IFileManager::Get(); 132 | return FileManager.DirectoryExists(*Directory); 133 | } 134 | 135 | bool UUnrealAutoModUtilities::DoesFileExist(const FString& File) 136 | { 137 | IFileManager& FileManager = IFileManager::Get(); 138 | return FileManager.FileExists(*File); 139 | } 140 | 141 | bool UUnrealAutoModUtilities::CopyFile(const FString& BeforeFile, const FString& AfterFile) 142 | { 143 | IFileManager& FileManager = IFileManager::Get(); 144 | 145 | bool bSuccess = false; 146 | 147 | if (FileManager.FileExists(*BeforeFile)) 148 | { 149 | if (FileManager.Copy(*AfterFile, *BeforeFile) == COPY_OK) 150 | { 151 | bSuccess = true; 152 | } 153 | } 154 | return bSuccess; 155 | } 156 | 157 | bool UUnrealAutoModUtilities::DeleteFile(const FString& File) 158 | { 159 | IFileManager& FileManager = IFileManager::Get(); 160 | 161 | bool bSuccess = true; 162 | 163 | if (FileManager.FileExists(*File)) 164 | { 165 | bSuccess = FileManager.Delete(*File); 166 | 167 | } 168 | return bSuccess; 169 | } 170 | 171 | FString UUnrealAutoModUtilities::DataTableToJson(UDataTable* DataTable) 172 | { 173 | if (!DataTable) 174 | { 175 | UE_LOG(LogTemp, Warning, TEXT("DataTable is null")); 176 | return ""; 177 | } 178 | 179 | FString OutputString; 180 | TSharedRef> Writer = TJsonWriterFactory<>::Create(&OutputString); 181 | 182 | if (DataTable->WriteTableAsJSON(Writer)) 183 | { 184 | Writer->Close(); 185 | return OutputString; 186 | } 187 | 188 | return ""; 189 | } 190 | 191 | bool UUnrealAutoModUtilities::JsonToDataTable(const FString& JsonString, UDataTable* DataTable) 192 | { 193 | if (!DataTable) 194 | { 195 | UE_LOG(LogTemp, Warning, TEXT("DataTable is null")); 196 | return false; 197 | } 198 | 199 | TArray Problems = DataTable->CreateTableFromJSONString(JsonString); 200 | if (Problems.Num() > 0) 201 | { 202 | for (const FString& Problem : Problems) 203 | { 204 | UE_LOG(LogTemp, Warning, TEXT("Problem: %s"), *Problem); 205 | } 206 | return false; 207 | } 208 | 209 | return true; 210 | } 211 | 212 | bool UUnrealAutoModUtilities::CreateTextFile(const FString& FileName, const FString& FileContents) 213 | { 214 | IPlatformFile& PlatformFile = FPlatformFileManager::Get().GetPlatformFile(); 215 | 216 | if (PlatformFile.FileExists(*FileName)) 217 | { 218 | PlatformFile.DeleteFile(*FileName); 219 | } 220 | 221 | return FFileHelper::SaveStringToFile(FileContents, *FileName); 222 | } 223 | 224 | #include "UnrealAutoModUtilities.h" 225 | #include 226 | #include 227 | #include "Misc/MessageDialog.h" 228 | 229 | FString UUnrealAutoModUtilities::ReadFile(const FString& FileName) 230 | { 231 | std::ifstream FileStream(TCHAR_TO_UTF8(*FileName), std::ios::in | std::ios::binary); 232 | 233 | if (!FileStream.is_open()) 234 | { 235 | UE_LOG(LogTemp, Warning, TEXT("Failed to open file: %s"), *FileName); 236 | return FString(); 237 | } 238 | 239 | std::stringstream Buffer; 240 | Buffer << FileStream.rdbuf(); 241 | 242 | FileStream.close(); 243 | 244 | // Convert the read content to FString 245 | std::string Content = Buffer.str(); 246 | return FString(Content.c_str()); 247 | } 248 | 249 | 250 | TArray UUnrealAutoModUtilities::GetFunctionNames(UObject* Object) 251 | { 252 | TArray FunctionNames; 253 | 254 | if (!Object) 255 | { 256 | UE_LOG(LogTemp, Warning, TEXT("Object is null")); 257 | return FunctionNames; 258 | } 259 | 260 | UClass* Class = Object->GetClass(); 261 | for (TFieldIterator FuncIt(Class); FuncIt; ++FuncIt) 262 | { 263 | UFunction* Function = *FuncIt; 264 | FunctionNames.Add(Function->GetName()); 265 | } 266 | 267 | return FunctionNames; 268 | } 269 | 270 | void UUnrealAutoModUtilities::CallFunctionByName(UObject* Object, const FString& FunctionName) 271 | { 272 | if (!Object) 273 | { 274 | UE_LOG(LogTemp, Warning, TEXT("Object is null")); 275 | return; 276 | } 277 | 278 | TArray AvailableFunctionNames = GetFunctionNames(Object); 279 | if (!AvailableFunctionNames.Contains(FunctionName)) 280 | { 281 | UE_LOG(LogTemp, Warning, TEXT("Function %s not found on object: %s"), *FunctionName, *Object->GetName()); 282 | return; 283 | } 284 | 285 | UClass* Class = Object->GetClass(); 286 | for (TFieldIterator FuncIt(Class); FuncIt; ++FuncIt) 287 | { 288 | UFunction* Function = *FuncIt; 289 | if (Function->GetName() == FunctionName) 290 | { 291 | FStructOnScope Params(Function); 292 | 293 | Object->ProcessEvent(Function, Params.GetStructMemory()); 294 | UE_LOG(LogTemp, Log, TEXT("Called function: %s on object: %s"), *FunctionName, *Object->GetName()); 295 | return; 296 | } 297 | } 298 | 299 | UE_LOG(LogTemp, Warning, TEXT("Function %s not found on object: %s"), *FunctionName, *Object->GetName()); 300 | } 301 | 302 | TArray UUnrealAutoModUtilities::GetAllInstancedObjectsOfClass(UClass* Class) 303 | { 304 | TArray Instances; 305 | 306 | if (!Class) 307 | { 308 | UE_LOG(LogTemp, Warning, TEXT("Class is null")); 309 | return Instances; 310 | } 311 | 312 | for (TObjectIterator It; It; ++It) 313 | { 314 | UObject* Object = *It; 315 | if (Object && Object->IsA(Class) && !Object->IsTemplate()) 316 | { 317 | Instances.Add(Object); 318 | } 319 | } 320 | 321 | return Instances; 322 | } 323 | 324 | TArray UUnrealAutoModUtilities::GetEnumValuesAsString(UEnum* Enum) 325 | { 326 | TArray EnumValues; 327 | 328 | if (!Enum) 329 | { 330 | return EnumValues; 331 | } 332 | 333 | for (int32 i = 0; i < Enum->NumEnums(); ++i) 334 | { 335 | if (!Enum->HasMetaData(TEXT("Hidden"), i)) 336 | { 337 | #if ENGINE_MAJOR_VERSION >= 5 // For Unreal Engine 5 and above 338 | EnumValues.Add(Enum->GetDisplayNameTextByIndex(i).ToString()); 339 | #else // For Unreal Engine 4.x and below 340 | EnumValues.Add(Enum->GetNameByIndex(i).ToString()); 341 | #endif 342 | } 343 | } 344 | 345 | return EnumValues; 346 | } 347 | 348 | void UUnrealAutoModUtilities::OpenDirectory(FString DirectoryPath) 349 | { 350 | if (FPaths::DirectoryExists(DirectoryPath)) 351 | { 352 | FPlatformProcess::ExploreFolder(*DirectoryPath); 353 | } 354 | else 355 | { 356 | UE_LOG(LogTemp, Warning, TEXT("Directory does not exist: %s"), *DirectoryPath); 357 | } 358 | } 359 | 360 | void UUnrealAutoModUtilities::OpenWebsite(FString URL) 361 | { 362 | FPlatformProcess::LaunchURL(*URL, nullptr, nullptr); 363 | } 364 | 365 | bool UUnrealAutoModUtilities::WriteStringToFile(const FString& FileName, const FString& FileContents) 366 | { 367 | // Use FFileHelper::SaveStringToFile to write the string to the file 368 | if (FFileHelper::SaveStringToFile(FileContents, *FileName)) 369 | { 370 | return true; // Successfully written 371 | } 372 | else 373 | { 374 | UE_LOG(LogTemp, Error, TEXT("Failed to write file: %s"), *FileName); 375 | return false; // Failed to write 376 | } 377 | } 378 | 379 | bool UUnrealAutoModUtilities::SetJsonFieldAsString(const FString& JsonString, const TArray& FieldNames, const FString& FieldValue, FString& OutJsonString) 380 | { 381 | TSharedPtr JsonObject; 382 | TSharedRef> Reader = TJsonReaderFactory<>::Create(JsonString); 383 | 384 | if (FJsonSerializer::Deserialize(Reader, JsonObject) && JsonObject.IsValid()) 385 | { 386 | TSharedPtr CurrentObject = JsonObject; 387 | 388 | for (int32 i = 0; i < FieldNames.Num() - 1; ++i) 389 | { 390 | if (CurrentObject->HasField(FieldNames[i]) && CurrentObject->GetField(FieldNames[i]).IsValid()) 391 | { 392 | CurrentObject = CurrentObject->GetObjectField(FieldNames[i]); 393 | } 394 | else 395 | { 396 | TSharedPtr NewObject = MakeShareable(new FJsonObject()); 397 | CurrentObject->SetObjectField(FieldNames[i], NewObject); 398 | CurrentObject = NewObject; 399 | } 400 | } 401 | 402 | // Determine if the FieldValue is a JSON string or a plain string 403 | TSharedPtr FieldValueObject; 404 | TSharedRef> FieldValueReader = TJsonReaderFactory<>::Create(FieldValue); 405 | 406 | if (FJsonSerializer::Deserialize(FieldValueReader, FieldValueObject) && FieldValueObject.IsValid()) 407 | { 408 | // FieldValue is a JSON object 409 | CurrentObject->SetObjectField(FieldNames.Last(), FieldValueObject); 410 | } 411 | else 412 | { 413 | // FieldValue is a plain string 414 | CurrentObject->SetStringField(FieldNames.Last(), FieldValue); 415 | } 416 | 417 | TSharedRef> Writer = TJsonWriterFactory<>::Create(&OutJsonString); 418 | if (FJsonSerializer::Serialize(JsonObject.ToSharedRef(), Writer)) 419 | { 420 | return true; 421 | } 422 | else 423 | { 424 | UE_LOG(LogTemp, Error, TEXT("Failed to serialize updated JSON object.")); 425 | } 426 | } 427 | else 428 | { 429 | UE_LOG(LogTemp, Error, TEXT("Failed to deserialize JSON string.")); 430 | } 431 | 432 | return false; 433 | } 434 | 435 | bool UUnrealAutoModUtilities::GetJsonFieldAsString(const FString& JsonString, const TArray& FieldNames, FString& FieldValue) 436 | { 437 | TSharedRef> Reader = TJsonReaderFactory<>::Create(JsonString); 438 | TSharedPtr JsonObject; 439 | 440 | if (FJsonSerializer::Deserialize(Reader, JsonObject) && JsonObject.IsValid()) 441 | { 442 | TSharedPtr CurrentObject = JsonObject; 443 | 444 | for (int32 i = 0; i < FieldNames.Num() - 1; ++i) 445 | { 446 | if (CurrentObject->HasField(FieldNames[i]) && CurrentObject->GetField(FieldNames[i]).IsValid()) 447 | { 448 | CurrentObject = CurrentObject->GetObjectField(FieldNames[i]); 449 | } 450 | else 451 | { 452 | UE_LOG(LogTemp, Warning, TEXT("Field '%s' does not exist or is not a JSON object."), *FieldNames[i]); 453 | return false; 454 | } 455 | } 456 | 457 | if (CurrentObject->HasField(FieldNames.Last())) 458 | { 459 | TSharedPtr JsonValue = CurrentObject->TryGetField(FieldNames.Last()); 460 | if (JsonValue.IsValid()) 461 | { 462 | switch (JsonValue->Type) 463 | { 464 | case EJson::String: 465 | FieldValue = JsonValue->AsString(); 466 | return true; 467 | 468 | case EJson::Number: 469 | FieldValue = FString::Printf(TEXT("%f"), JsonValue->AsNumber()); 470 | return true; 471 | 472 | case EJson::Boolean: 473 | FieldValue = JsonValue->AsBool() ? TEXT("true") : TEXT("false"); 474 | return true; 475 | 476 | case EJson::Object: 477 | { 478 | TSharedPtr NestedObject = JsonValue->AsObject(); 479 | if (NestedObject.IsValid()) 480 | { 481 | // Convert the nested object to a string representation 482 | FString NestedObjectString; 483 | TSharedRef> Writer = TJsonWriterFactory<>::Create(&NestedObjectString); 484 | if (FJsonSerializer::Serialize(NestedObject.ToSharedRef(), Writer)) 485 | { 486 | FieldValue = NestedObjectString; 487 | return true; 488 | } 489 | } 490 | break; 491 | } 492 | 493 | case EJson::Array: 494 | UE_LOG(LogTemp, Error, TEXT("Json Value of type 'Array' cannot be used as 'String'.")); 495 | return false; 496 | 497 | case EJson::Null: 498 | UE_LOG(LogTemp, Error, TEXT("Json Value is 'Null'.")); 499 | return false; 500 | 501 | default: 502 | UE_LOG(LogTemp, Error, TEXT("Unknown Json Value type.")); 503 | return false; 504 | } 505 | } 506 | else 507 | { 508 | UE_LOG(LogTemp, Warning, TEXT("Field '%s' does not exist or is not valid."), *FieldNames.Last()); 509 | return false; 510 | } 511 | } 512 | else 513 | { 514 | UE_LOG(LogTemp, Warning, TEXT("Field '%s' does not exist."), *FieldNames.Last()); 515 | return false; 516 | } 517 | } 518 | else 519 | { 520 | UE_LOG(LogTemp, Error, TEXT("Failed to deserialize JSON.")); 521 | return false; 522 | } 523 | 524 | return false; 525 | } 526 | 527 | bool UUnrealAutoModUtilities::RemoveJsonField(const FString& JsonString, const TArray& FieldNames, FString& OutJsonString) 528 | { 529 | TSharedPtr JsonObject; 530 | TSharedRef> Reader = TJsonReaderFactory<>::Create(JsonString); 531 | 532 | if (FJsonSerializer::Deserialize(Reader, JsonObject) && JsonObject.IsValid()) 533 | { 534 | TSharedPtr CurrentObject = JsonObject; 535 | 536 | for (int32 i = 0; i < FieldNames.Num() - 1; ++i) 537 | { 538 | if (CurrentObject->HasField(FieldNames[i]) && CurrentObject->GetField(FieldNames[i]).IsValid()) 539 | { 540 | CurrentObject = CurrentObject->GetObjectField(FieldNames[i]); 541 | } 542 | else 543 | { 544 | UE_LOG(LogTemp, Warning, TEXT("Field '%s' does not exist or is not a JSON object."), *FieldNames[i]); 545 | return false; 546 | } 547 | } 548 | 549 | if (CurrentObject->HasField(FieldNames.Last())) 550 | { 551 | CurrentObject->RemoveField(FieldNames.Last()); 552 | 553 | TSharedRef> Writer = TJsonWriterFactory<>::Create(&OutJsonString); 554 | if (FJsonSerializer::Serialize(JsonObject.ToSharedRef(), Writer)) 555 | { 556 | return true; 557 | } 558 | else 559 | { 560 | UE_LOG(LogTemp, Error, TEXT("Failed to serialize updated JSON object.")); 561 | return false; 562 | } 563 | } 564 | else 565 | { 566 | UE_LOG(LogTemp, Warning, TEXT("Field '%s' does not exist."), *FieldNames.Last()); 567 | return false; 568 | } 569 | } 570 | else 571 | { 572 | UE_LOG(LogTemp, Error, TEXT("Failed to deserialize JSON string.")); 573 | return false; 574 | } 575 | } 576 | 577 | bool UUnrealAutoModUtilities::ReadJsonField(const FString& JsonString, const TArray& FieldNames, FString& FieldValue) 578 | { 579 | return GetJsonFieldAsString(JsonString, FieldNames, FieldValue); 580 | } 581 | 582 | bool UUnrealAutoModUtilities::AddJsonListEntry(const FString& JsonString, const TArray& FieldNames, const FString& EntryValue, FString& OutJsonString) 583 | { 584 | TSharedPtr JsonObject; 585 | TSharedRef> Reader = TJsonReaderFactory<>::Create(JsonString); 586 | 587 | if (FJsonSerializer::Deserialize(Reader, JsonObject) && JsonObject.IsValid()) 588 | { 589 | TSharedPtr CurrentObject = JsonObject; 590 | 591 | for (int32 i = 0; i < FieldNames.Num() - 1; ++i) 592 | { 593 | if (CurrentObject->HasField(FieldNames[i]) && CurrentObject->GetField(FieldNames[i]).IsValid()) 594 | { 595 | CurrentObject = CurrentObject->GetObjectField(FieldNames[i]); 596 | } 597 | else 598 | { 599 | TSharedPtr NewObject = MakeShareable(new FJsonObject()); 600 | CurrentObject->SetObjectField(FieldNames[i], NewObject); 601 | CurrentObject = NewObject; 602 | } 603 | } 604 | 605 | if (CurrentObject->HasField(FieldNames.Last()) && CurrentObject->GetField(FieldNames.Last()).IsValid()) 606 | { 607 | TArray> Array = CurrentObject->GetArrayField(FieldNames.Last()); 608 | 609 | TSharedPtr NewValue = MakeShareable(new FJsonValueString(EntryValue)); 610 | Array.Add(NewValue); 611 | 612 | CurrentObject->SetArrayField(FieldNames.Last(), Array); 613 | 614 | TSharedRef> Writer = TJsonWriterFactory<>::Create(&OutJsonString); 615 | if (FJsonSerializer::Serialize(JsonObject.ToSharedRef(), Writer)) 616 | { 617 | return true; 618 | } 619 | else 620 | { 621 | UE_LOG(LogTemp, Error, TEXT("Failed to serialize updated JSON object.")); 622 | return false; 623 | } 624 | } 625 | else 626 | { 627 | UE_LOG(LogTemp, Warning, TEXT("Field '%s' is not an array or does not exist."), *FieldNames.Last()); 628 | return false; 629 | } 630 | } 631 | else 632 | { 633 | UE_LOG(LogTemp, Error, TEXT("Failed to deserialize JSON string.")); 634 | return false; 635 | } 636 | } 637 | 638 | bool UUnrealAutoModUtilities::RemoveJsonListEntry(const FString& JsonString, const TArray& FieldNames, int32 Index, FString& OutJsonString) 639 | { 640 | TSharedPtr JsonObject; 641 | TSharedRef> Reader = TJsonReaderFactory<>::Create(JsonString); 642 | 643 | if (FJsonSerializer::Deserialize(Reader, JsonObject) && JsonObject.IsValid()) 644 | { 645 | TSharedPtr CurrentObject = JsonObject; 646 | 647 | for (int32 i = 0; i < FieldNames.Num() - 1; ++i) 648 | { 649 | if (CurrentObject->HasField(FieldNames[i]) && CurrentObject->GetField(FieldNames[i]).IsValid()) 650 | { 651 | CurrentObject = CurrentObject->GetObjectField(FieldNames[i]); 652 | } 653 | else 654 | { 655 | UE_LOG(LogTemp, Warning, TEXT("Field '%s' does not exist or is not a JSON object."), *FieldNames[i]); 656 | return false; 657 | } 658 | } 659 | 660 | if (CurrentObject->HasField(FieldNames.Last()) && CurrentObject->GetField(FieldNames.Last()).IsValid()) 661 | { 662 | TArray> Array = CurrentObject->GetArrayField(FieldNames.Last()); 663 | 664 | if (Array.IsValidIndex(Index)) 665 | { 666 | Array.RemoveAt(Index); 667 | CurrentObject->SetArrayField(FieldNames.Last(), Array); 668 | 669 | TSharedRef> Writer = TJsonWriterFactory<>::Create(&OutJsonString); 670 | if (FJsonSerializer::Serialize(JsonObject.ToSharedRef(), Writer)) 671 | { 672 | return true; 673 | } 674 | else 675 | { 676 | UE_LOG(LogTemp, Error, TEXT("Failed to serialize updated JSON object.")); 677 | return false; 678 | } 679 | } 680 | else 681 | { 682 | UE_LOG(LogTemp, Warning, TEXT("Index '%d' is out of bounds for array field '%s'."), Index, *FieldNames.Last()); 683 | return false; 684 | } 685 | } 686 | else 687 | { 688 | UE_LOG(LogTemp, Warning, TEXT("Field '%s' is not an array or does not exist."), *FieldNames.Last()); 689 | return false; 690 | } 691 | } 692 | else 693 | { 694 | UE_LOG(LogTemp, Error, TEXT("Failed to deserialize JSON string.")); 695 | return false; 696 | } 697 | } 698 | 699 | bool UUnrealAutoModUtilities::CheckIfJsonFieldExists(const FString& JsonString, const TArray& FieldNames, bool& Exists) 700 | { 701 | TSharedPtr JsonObject; 702 | TSharedRef> Reader = TJsonReaderFactory<>::Create(JsonString); 703 | 704 | if (FJsonSerializer::Deserialize(Reader, JsonObject) && JsonObject.IsValid()) 705 | { 706 | TSharedPtr CurrentObject = JsonObject; 707 | 708 | for (int32 i = 0; i < FieldNames.Num(); ++i) 709 | { 710 | if (CurrentObject->HasField(FieldNames[i])) 711 | { 712 | if (i < FieldNames.Num() - 1) 713 | { 714 | if (CurrentObject->GetField(FieldNames[i]).IsValid()) 715 | { 716 | CurrentObject = CurrentObject->GetObjectField(FieldNames[i]); 717 | } 718 | else 719 | { 720 | Exists = false; 721 | return true; 722 | } 723 | } 724 | } 725 | else 726 | { 727 | Exists = false; 728 | return true; 729 | } 730 | } 731 | 732 | Exists = true; 733 | return true; 734 | } 735 | else 736 | { 737 | UE_LOG(LogTemp, Error, TEXT("Failed to deserialize JSON string.")); 738 | Exists = false; 739 | return false; 740 | } 741 | } 742 | 743 | bool UUnrealAutoModUtilities::GetJsonArrayEntries(const FString& JsonString, const TArray& FieldNames, TArray& Entries) 744 | { 745 | TSharedPtr JsonObject; 746 | TSharedRef> Reader = TJsonReaderFactory<>::Create(JsonString); 747 | 748 | if (FJsonSerializer::Deserialize(Reader, JsonObject) && JsonObject.IsValid()) 749 | { 750 | TSharedPtr CurrentObject = JsonObject; 751 | 752 | for (int32 i = 0; i < FieldNames.Num(); ++i) 753 | { 754 | if (CurrentObject->HasField(FieldNames[i])) 755 | { 756 | if (i < FieldNames.Num() - 1) 757 | { 758 | if (CurrentObject->GetField(FieldNames[i]).IsValid()) 759 | { 760 | CurrentObject = CurrentObject->GetObjectField(FieldNames[i]); 761 | } 762 | else 763 | { 764 | UE_LOG(LogTemp, Error, TEXT("Field '%s' is not an object."), *FieldNames[i]); 765 | return false; 766 | } 767 | } 768 | else 769 | { 770 | const TArray>* JsonArray; 771 | if (CurrentObject->TryGetArrayField(FieldNames[i], JsonArray)) 772 | { 773 | Entries.Empty(); 774 | for (const TSharedPtr& JsonValue : *JsonArray) 775 | { 776 | if (JsonValue->Type == EJson::String) 777 | { 778 | Entries.Add(JsonValue->AsString()); 779 | } 780 | else if (JsonValue->Type == EJson::Object) 781 | { 782 | TSharedPtr JsonObjectValue = JsonValue->AsObject(); 783 | FString JsonStringValue; 784 | TSharedRef> Writer = TJsonWriterFactory<>::Create(&JsonStringValue); 785 | if (FJsonSerializer::Serialize(JsonObjectValue.ToSharedRef(), Writer)) 786 | { 787 | Entries.Add(JsonStringValue); 788 | } 789 | } 790 | else 791 | { 792 | UE_LOG(LogTemp, Error, TEXT("Json Value of type '%d' used as 'String'."), (int32)JsonValue->Type); 793 | return false; 794 | } 795 | } 796 | return true; 797 | } 798 | else 799 | { 800 | UE_LOG(LogTemp, Error, TEXT("Field '%s' is not an array."), *FieldNames[i]); 801 | return false; 802 | } 803 | } 804 | } 805 | else 806 | { 807 | UE_LOG(LogTemp, Error, TEXT("Field '%s' does not exist."), *FieldNames[i]); 808 | return false; 809 | } 810 | } 811 | } 812 | else 813 | { 814 | UE_LOG(LogTemp, Error, TEXT("Failed to deserialize JSON string.")); 815 | return false; 816 | } 817 | 818 | return false; 819 | } 820 | 821 | FString UUnrealAutoModUtilities::GetParentDirectory(const FString& FilePath) 822 | { 823 | return FPaths::GetPath(FilePath); 824 | } 825 | -------------------------------------------------------------------------------- /Plugins/UnrealAutoMod/Source/Public/UnrealAutoMod.h: -------------------------------------------------------------------------------- 1 | // Copyright 1998-2019 Epic Games, Inc. All Rights Reserved. 2 | 3 | #pragma once 4 | 5 | #include "Modules/ModuleManager.h" 6 | 7 | class FUnrealAutoModModule : public IModuleInterface 8 | { 9 | public: 10 | 11 | /** IModuleInterface implementation */ 12 | virtual void StartupModule() override; 13 | virtual void ShutdownModule() override; 14 | }; 15 | -------------------------------------------------------------------------------- /Plugins/UnrealAutoMod/Source/Public/UnrealAutoModBPLibrary.h: -------------------------------------------------------------------------------- 1 | // Copyright 1998-2019 Epic Games, Inc. All Rights Reserved. 2 | 3 | #pragma once 4 | 5 | #include "Kismet/BlueprintFunctionLibrary.h" 6 | #include "UnrealAutoModBPLibrary.generated.h" 7 | 8 | /* 9 | * Function library class. 10 | * Each function in it is expected to be static and represents blueprint node that can be called in any blueprint. 11 | * 12 | * When declaring function you can define metadata for the node. Key function specifiers will be BlueprintPure and BlueprintCallable. 13 | * BlueprintPure - means the function does not affect the owning object in any way and thus creates a node without Exec pins. 14 | * BlueprintCallable - makes a function which can be executed in Blueprints - Thus it has Exec pins. 15 | * DisplayName - full name of the node, shown when you mouse over the node and in the blueprint drop down menu. 16 | * Its lets you name the node using characters not allowed in C++ function names. 17 | * CompactNodeTitle - the word(s) that appear on the node. 18 | * Keywords - the list of keywords that helps you to find node when you search for it using Blueprint drop-down menu. 19 | * Good example is "Print String" node which you can find also by using keyword "log". 20 | * Category - the category your node will be under in the Blueprint drop-down menu. 21 | * 22 | * For more info on custom blueprint nodes visit documentation: 23 | * https://wiki.unrealengine.com/Custom_Blueprint_Node_Creation 24 | */ 25 | UCLASS() 26 | class UUnrealAutoModBPLibrary : public UBlueprintFunctionLibrary 27 | { 28 | GENERATED_UCLASS_BODY() 29 | 30 | UFUNCTION(BlueprintCallable, Category = "UnrealAutoMod") 31 | static void LaunchExternalExecutable(const FString& FilePath, const TArray& Parameters); 32 | }; 33 | -------------------------------------------------------------------------------- /Plugins/UnrealAutoMod/Source/Public/UnrealAutoModUtilities.h: -------------------------------------------------------------------------------- 1 | #pragma once 2 | 3 | #include "Json.h" 4 | #include "Runtime/JsonUtilities/Public/JsonUtilities.h" 5 | #include "Engine/DataTable.h" 6 | #include "UnrealAutoModUtilities.generated.h" 7 | 8 | UCLASS() 9 | class UNREALAUTOMOD_API UUnrealAutoModUtilities : public UObject 10 | { 11 | GENERATED_BODY() 12 | 13 | public: 14 | UFUNCTION(BlueprintCallable, Category = "UnrealAutoMod") 15 | static void LaunchExternalExecutable(const FString& FilePath, const TArray& Parameters); 16 | 17 | UFUNCTION(BlueprintCallable, Category = "UnrealAutoMod") 18 | static void LaunchExternalExecutableNoHead(const FString& FilePath, const TArray& Parameters); 19 | 20 | UFUNCTION(BlueprintCallable, Category = "UnrealAutoMod") 21 | static FString GetProjectDirectory(); 22 | 23 | UFUNCTION(BlueprintCallable, Category = "UnrealAutoMod") 24 | static TArray GetFilesInDirectoryTree(const FString& Directory); 25 | 26 | UFUNCTION(BlueprintCallable, Category = "UnrealAutoMod") 27 | static TArray GetFileExtensionsFromPaths(const TArray& FilePaths); 28 | 29 | UFUNCTION(BlueprintCallable, Category = "UnrealAutoMod") 30 | static bool CreateDirectory(const FString& Directory); 31 | 32 | UFUNCTION(BlueprintCallable, Category = "UnrealAutoMod") 33 | static bool DeleteDirectoryAndContents(const FString& Directory); 34 | 35 | UFUNCTION(BlueprintCallable, Category = "UnrealAutoMod") 36 | static bool DoesDirectoryExist(const FString& Directory); 37 | 38 | UFUNCTION(BlueprintCallable, Category = "UnrealAutoMod") 39 | static bool DoesFileExist(const FString& File); 40 | 41 | UFUNCTION(BlueprintCallable, Category = "UnrealAutoMod") 42 | static bool CopyFile(const FString& BeforeFile, const FString& AfterFile); 43 | 44 | UFUNCTION(BlueprintCallable, Category = "UnrealAutoMod") 45 | static bool DeleteFile(const FString& File); 46 | 47 | UFUNCTION(BlueprintCallable, Category = "UnrealAutoMod") 48 | static FString DataTableToJson(UDataTable* DataTable); 49 | 50 | UFUNCTION(BlueprintCallable, Category = "UnrealAutoMod") 51 | static bool JsonToDataTable(const FString& JsonString, UDataTable* DataTable); 52 | 53 | UFUNCTION(BlueprintCallable, Category = "UnrealAutoMod") 54 | static bool CreateTextFile(const FString& FileName, const FString& FileContents); 55 | 56 | UFUNCTION(BlueprintCallable, Category = "UnrealAutoMod") 57 | static FString ReadFile(const FString& FileName); 58 | 59 | UFUNCTION(BlueprintCallable, Category = "UnrealAutoMod") 60 | static TArray GetFunctionNames(UObject* Object); 61 | 62 | UFUNCTION(BlueprintCallable, Category = "UnrealAutoMod") 63 | static void CallFunctionByName(UObject* Object, const FString& FunctionName); 64 | 65 | UFUNCTION(BlueprintCallable, Category = "UnrealAutoMod") 66 | static TArray GetAllInstancedObjectsOfClass(UClass* Class); 67 | 68 | UFUNCTION(BlueprintCallable, Category = "UnrealAutoMod") 69 | static TArray GetEnumValuesAsString(UEnum* Enum); 70 | 71 | UFUNCTION(BlueprintCallable, Category = "UnrealAutoMod") 72 | static void OpenDirectory(FString DirectoryPath); 73 | 74 | UFUNCTION(BlueprintCallable, Category = "UnrealAutoMod") 75 | static void OpenWebsite(FString URL); 76 | 77 | UFUNCTION(BlueprintCallable, Category = "UnrealAutoMod") 78 | static bool SetJsonFieldAsString(const FString& JsonString, const TArray& FieldNames, const FString& FieldValue, FString& OutJsonString); 79 | 80 | UFUNCTION(BlueprintCallable, Category = "UnrealAutoMod") 81 | static bool GetJsonFieldAsString(const FString& JsonString, const TArray& FieldNames, FString& FieldValue); 82 | 83 | UFUNCTION(BlueprintCallable, Category = "UnrealAutoMod") 84 | static bool WriteStringToFile(const FString& FileName, const FString& FileContents); 85 | 86 | UFUNCTION(BlueprintCallable, Category = "UnrealAutoMod") 87 | static bool RemoveJsonField(const FString& JsonString, const TArray& FieldNames, FString& OutJsonString); 88 | 89 | UFUNCTION(BlueprintCallable, Category = "UnrealAutoMod") 90 | static bool ReadJsonField(const FString& JsonString, const TArray& FieldNames, FString& FieldValue); 91 | 92 | UFUNCTION(BlueprintCallable, Category = "UnrealAutoMod") 93 | static bool AddJsonListEntry(const FString& JsonString, const TArray& FieldNames, const FString& EntryValue, FString& OutJsonString); 94 | 95 | UFUNCTION(BlueprintCallable, Category = "UnrealAutoMod") 96 | static bool RemoveJsonListEntry(const FString& JsonString, const TArray& FieldNames, int32 Index, FString& OutJsonString); 97 | 98 | UFUNCTION(BlueprintCallable, Category = "UnrealAutoMod") 99 | static bool GetJsonArrayEntries(const FString& JsonString, const TArray& FieldNames, TArray& Entries); 100 | 101 | UFUNCTION(BlueprintCallable, Category = "UnrealAutoMod") 102 | static bool CheckIfJsonFieldExists(const FString& JsonString, const TArray& FieldNames, bool& Exists); 103 | 104 | UFUNCTION(BlueprintCallable, Category = "UnrealAutoMod") 105 | static FString GetParentDirectory(const FString& FilePath); 106 | }; -------------------------------------------------------------------------------- /Plugins/UnrealAutoMod/Source/UnrealAutoMod.Build.cs: -------------------------------------------------------------------------------- 1 | // Some copyright should be here... 2 | 3 | using UnrealBuildTool; 4 | 5 | public class UnrealAutoMod : ModuleRules 6 | { 7 | public UnrealAutoMod(ReadOnlyTargetRules Target) : base(Target) 8 | { 9 | PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs; 10 | 11 | PublicIncludePaths.AddRange( 12 | new string[] { 13 | // ... add public include paths required here ... 14 | } 15 | ); 16 | 17 | 18 | PrivateIncludePaths.AddRange( 19 | new string[] { 20 | // ... add other private include paths required here ... 21 | } 22 | ); 23 | 24 | 25 | PublicDependencyModuleNames.AddRange( 26 | new string[] 27 | { 28 | "Core", 29 | // ... add other public dependencies that you statically link with here ... 30 | } 31 | ); 32 | 33 | 34 | PrivateDependencyModuleNames.AddRange( 35 | new string[] 36 | { 37 | "CoreUObject", 38 | "Engine", 39 | "Slate", 40 | "SlateCore", 41 | "Json", 42 | "JsonUtilities" 43 | // ... add private dependencies that you statically link with here ... 44 | } 45 | ); 46 | 47 | 48 | DynamicallyLoadedModuleNames.AddRange( 49 | new string[] 50 | { 51 | // ... add any modules that your module loads dynamically here ... 52 | } 53 | ); 54 | } 55 | } 56 | -------------------------------------------------------------------------------- /Plugins/UnrealAutoMod/UnrealAutoMod.uplugin: -------------------------------------------------------------------------------- 1 | { 2 | "FileVersion": 3, 3 | "Version": 1, 4 | "VersionName": "1.0", 5 | "FriendlyName": "UnrealAutoMod", 6 | "Description": "", 7 | "Category": "Other", 8 | "CreatedBy": "", 9 | "CreatedByURL": "", 10 | "DocsURL": "", 11 | "MarketplaceURL": "", 12 | "SupportURL": "", 13 | "CanContainContent": true, 14 | "Installed": true, 15 | "Modules": [ 16 | { 17 | "Name": "UnrealAutoMod", 18 | "Type": "Developer", 19 | "LoadingPhase": "Default" 20 | } 21 | ] 22 | } -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 |

UnrealAutoModInEditor

2 | 3 | Easy To Use GUI Utility For Unreal Engine Games 4.22 and onwards
4 | Automates creation, and placement, of mod archives, and other various actions.
5 | An in editor front-end for [UnrealAutoMod](https://github.com/Mythical-Github/unreal_auto_mod) 6 | 7 |

Project Example:

8 | 9 |

UE4 Example:

10 | 11 | ![ue4_example](https://github.com/user-attachments/assets/a2b38083-235f-43cd-a89d-e5acbab218fb) 12 | 13 |

UE5 Example:

14 | 15 | ![ue5_example](https://github.com/user-attachments/assets/e0d75b7a-148d-40ee-afce-f0e45fc61a2e) 16 | 17 |

💪 Features

18 | 19 | * Supports Unreal Engine versions: 4.22 and onwards 20 | * Supports all [features](https://github.com/Mythical-Github/unreal_auto_mod/blob/main/README.md#features) of UnrealAutoMod 21 | * Various Utility Buttons 22 | * Automatic Installation of common modding tools 23 | * Preset Selector/Creator 24 | * In Editor Log 25 | * Theme Support 26 | 27 |

🛠️ Installation Steps:

28 | 29 | 1. Download and unzip the latest [release](https://github.com/Mythical-Github/UnrealAutoModInEditor/releases/latest) for your engine version. 30 | 31 | 2. Unzip and place the Plugins folder into your uproject directory. 32 | 33 | 3. Open uproject, and build if it asks. 34 | 35 | 4. Navigate to the UnrealAutoModMini widget in the content browser, then right click and run, then place wherever you'd prefer. 36 | 37 | 5. You can customize the color of the theme, by editing the DT_Themes, then recompiling the UnrealAutoModMini widget. 38 | 39 | 6. At the top of the unreal browser, hover over window, then at the bottom you can save the layout. 40 | 41 | 7. Setup your default json file, using the following [instructions](https://github.com/Mythical-Github/unreal_auto_mod/blob/main/README.md#installation_steps).\ 42 | If you have json files, from an install of UnrealAutoMod feel free to use those. 43 | 44 |

Video Examples:

45 | 46 |

Install From Zip Example:

47 | 48 | https://github.com/user-attachments/assets/4b2e6159-5637-4538-b618-995a3b5bca78 49 | 50 |

Setting Up Theme Example:

51 | 52 | https://github.com/user-attachments/assets/058d4978-3d70-4ada-bd2b-a812b8505526 53 | 54 |

Setting Up In Editor Example:

55 | 56 | https://github.com/user-attachments/assets/ada38347-c3fe-413a-962d-54a208b54825 57 | 58 |

💻 Built with

59 | 60 | * C++ 61 | * Python 62 | * Unreal Engine 4/5 63 | 64 | 65 |

🛡️ License:

66 | 67 | [![license](https://www.gnu.org/graphics/gplv3-with-text-136x68.png)](LICENSE) 68 | -------------------------------------------------------------------------------- /Source/UAM_Uproject.Target.cs: -------------------------------------------------------------------------------- 1 | // Fill out your copyright notice in the Description page of Project Settings. 2 | 3 | using UnrealBuildTool; 4 | using System.Collections.Generic; 5 | 6 | public class UAM_UprojectTarget : TargetRules 7 | { 8 | public UAM_UprojectTarget(TargetInfo Target) : base(Target) 9 | { 10 | Type = TargetType.Game; 11 | 12 | ExtraModuleNames.AddRange( new string[] { "UAM_Uproject" } ); 13 | } 14 | } 15 | -------------------------------------------------------------------------------- /Source/UAM_Uproject/UAM_Uproject.Build.cs: -------------------------------------------------------------------------------- 1 | // Fill out your copyright notice in the Description page of Project Settings. 2 | 3 | using UnrealBuildTool; 4 | 5 | public class UAM_Uproject : ModuleRules 6 | { 7 | public UAM_Uproject(ReadOnlyTargetRules Target) : base(Target) 8 | { 9 | PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs; 10 | 11 | PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "UnrealAutoMod" }); 12 | 13 | PrivateDependencyModuleNames.AddRange(new string[] { }); 14 | 15 | // Uncomment if you are using Slate UI 16 | // PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" }); 17 | 18 | // Uncomment if you are using online features 19 | // PrivateDependencyModuleNames.Add("OnlineSubsystem"); 20 | 21 | // To include OnlineSubsystemSteam, add it to the plugins section in your uproject file with the Enabled attribute set to true 22 | } 23 | } 24 | -------------------------------------------------------------------------------- /Source/UAM_Uproject/UAM_Uproject.cpp: -------------------------------------------------------------------------------- 1 | // Fill out your copyright notice in the Description page of Project Settings. 2 | 3 | #include "UAM_Uproject.h" 4 | #include "Modules/ModuleManager.h" 5 | 6 | IMPLEMENT_PRIMARY_GAME_MODULE( FDefaultGameModuleImpl, UAM_Uproject, "UAM_Uproject" ); 7 | -------------------------------------------------------------------------------- /Source/UAM_Uproject/UAM_Uproject.h: -------------------------------------------------------------------------------- 1 | // Fill out your copyright notice in the Description page of Project Settings. 2 | 3 | #pragma once 4 | 5 | #include "CoreMinimal.h" 6 | 7 | -------------------------------------------------------------------------------- /Source/UAM_Uproject/UAM_UprojectGameModeBase.cpp: -------------------------------------------------------------------------------- 1 | // Fill out your copyright notice in the Description page of Project Settings. 2 | 3 | 4 | #include "UAM_UprojectGameModeBase.h" 5 | 6 | -------------------------------------------------------------------------------- /Source/UAM_Uproject/UAM_UprojectGameModeBase.h: -------------------------------------------------------------------------------- 1 | // Fill out your copyright notice in the Description page of Project Settings. 2 | 3 | #pragma once 4 | 5 | #include "CoreMinimal.h" 6 | #include "GameFramework/GameModeBase.h" 7 | #include "UAM_UprojectGameModeBase.generated.h" 8 | 9 | /** 10 | * 11 | */ 12 | UCLASS() 13 | class UAM_UPROJECT_API AUAM_UprojectGameModeBase : public AGameModeBase 14 | { 15 | GENERATED_BODY() 16 | 17 | }; 18 | -------------------------------------------------------------------------------- /Source/UAM_UprojectEditor.Target.cs: -------------------------------------------------------------------------------- 1 | // Fill out your copyright notice in the Description page of Project Settings. 2 | 3 | using UnrealBuildTool; 4 | using System.Collections.Generic; 5 | 6 | public class UAM_UprojectEditorTarget : TargetRules 7 | { 8 | public UAM_UprojectEditorTarget(TargetInfo Target) : base(Target) 9 | { 10 | Type = TargetType.Editor; 11 | 12 | ExtraModuleNames.AddRange( new string[] { "UAM_Uproject" } ); 13 | } 14 | } 15 | -------------------------------------------------------------------------------- /UAM_Uproject.sln: -------------------------------------------------------------------------------- 1 |  2 | Microsoft Visual Studio Solution File, Format Version 12.00 3 | # Visual Studio 14 4 | VisualStudioVersion = 14.0.22310.1 5 | MinimumVisualStudioVersion = 10.0.40219.1 6 | Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Engine", "Engine", "{A37AF099-BEC1-4243-8E4D-17FB08147E56}" 7 | EndProject 8 | Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Games", "Games", "{DADFBAE7-ECF0-434A-813C-8EB6EB40ED94}" 9 | EndProject 10 | Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "UAM_Uproject", "Intermediate\ProjectFiles\UAM_Uproject.vcxproj", "{5A557697-A5E9-4AC7-827F-E4EE43511971}" 11 | EndProject 12 | Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "UE4", "Intermediate\ProjectFiles\UE4.vcxproj", "{CA3BAE69-8167-4CDB-8EB9-F05AD9C7F6C5}" 13 | EndProject 14 | Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Visualizers", "Visualizers", "{0F146CE4-F8AE-4C60-A5D2-6832C4609F9B}" 15 | ProjectSection(SolutionItems) = preProject 16 | D:\unreal_engine_installs\UE_4.22\Engine\Extras\VisualStudioDebugging\UE4.natvis = D:\unreal_engine_installs\UE_4.22\Engine\Extras\VisualStudioDebugging\UE4.natvis 17 | EndProjectSection 18 | EndProject 19 | Global 20 | GlobalSection(SolutionConfigurationPlatforms) = preSolution 21 | DebugGame Editor|Win32 = DebugGame Editor|Win32 22 | DebugGame Editor|Win64 = DebugGame Editor|Win64 23 | DebugGame|Win32 = DebugGame|Win32 24 | DebugGame|Win64 = DebugGame|Win64 25 | Development Editor|Win32 = Development Editor|Win32 26 | Development Editor|Win64 = Development Editor|Win64 27 | Development|Win32 = Development|Win32 28 | Development|Win64 = Development|Win64 29 | Shipping|Win32 = Shipping|Win32 30 | Shipping|Win64 = Shipping|Win64 31 | EndGlobalSection 32 | GlobalSection(ProjectConfigurationPlatforms) = postSolution 33 | {5A557697-A5E9-4AC7-827F-E4EE43511971}.DebugGame Editor|Win32.ActiveCfg = Invalid|Win32 34 | {5A557697-A5E9-4AC7-827F-E4EE43511971}.DebugGame Editor|Win64.ActiveCfg = DebugGame_Editor|x64 35 | {5A557697-A5E9-4AC7-827F-E4EE43511971}.DebugGame Editor|Win64.Build.0 = DebugGame_Editor|x64 36 | {5A557697-A5E9-4AC7-827F-E4EE43511971}.DebugGame|Win32.ActiveCfg = DebugGame|Win32 37 | {5A557697-A5E9-4AC7-827F-E4EE43511971}.DebugGame|Win32.Build.0 = DebugGame|Win32 38 | {5A557697-A5E9-4AC7-827F-E4EE43511971}.DebugGame|Win64.ActiveCfg = DebugGame|x64 39 | {5A557697-A5E9-4AC7-827F-E4EE43511971}.DebugGame|Win64.Build.0 = DebugGame|x64 40 | {5A557697-A5E9-4AC7-827F-E4EE43511971}.Development Editor|Win32.ActiveCfg = Invalid|Win32 41 | {5A557697-A5E9-4AC7-827F-E4EE43511971}.Development Editor|Win64.ActiveCfg = Development_Editor|x64 42 | {5A557697-A5E9-4AC7-827F-E4EE43511971}.Development Editor|Win64.Build.0 = Development_Editor|x64 43 | {5A557697-A5E9-4AC7-827F-E4EE43511971}.Development|Win32.ActiveCfg = Development|Win32 44 | {5A557697-A5E9-4AC7-827F-E4EE43511971}.Development|Win32.Build.0 = Development|Win32 45 | {5A557697-A5E9-4AC7-827F-E4EE43511971}.Development|Win64.ActiveCfg = Development|x64 46 | {5A557697-A5E9-4AC7-827F-E4EE43511971}.Development|Win64.Build.0 = Development|x64 47 | {5A557697-A5E9-4AC7-827F-E4EE43511971}.Shipping|Win32.ActiveCfg = Shipping|Win32 48 | {5A557697-A5E9-4AC7-827F-E4EE43511971}.Shipping|Win32.Build.0 = Shipping|Win32 49 | {5A557697-A5E9-4AC7-827F-E4EE43511971}.Shipping|Win64.ActiveCfg = Shipping|x64 50 | {5A557697-A5E9-4AC7-827F-E4EE43511971}.Shipping|Win64.Build.0 = Shipping|x64 51 | {CA3BAE69-8167-4CDB-8EB9-F05AD9C7F6C5}.DebugGame Editor|Win32.ActiveCfg = BuiltWithUnrealBuildTool|Win32 52 | {CA3BAE69-8167-4CDB-8EB9-F05AD9C7F6C5}.DebugGame Editor|Win64.ActiveCfg = BuiltWithUnrealBuildTool|Win32 53 | {CA3BAE69-8167-4CDB-8EB9-F05AD9C7F6C5}.DebugGame|Win32.ActiveCfg = BuiltWithUnrealBuildTool|Win32 54 | {CA3BAE69-8167-4CDB-8EB9-F05AD9C7F6C5}.DebugGame|Win64.ActiveCfg = BuiltWithUnrealBuildTool|Win32 55 | {CA3BAE69-8167-4CDB-8EB9-F05AD9C7F6C5}.Development Editor|Win32.ActiveCfg = BuiltWithUnrealBuildTool|Win32 56 | {CA3BAE69-8167-4CDB-8EB9-F05AD9C7F6C5}.Development Editor|Win64.ActiveCfg = BuiltWithUnrealBuildTool|Win32 57 | {CA3BAE69-8167-4CDB-8EB9-F05AD9C7F6C5}.Development|Win32.ActiveCfg = BuiltWithUnrealBuildTool|Win32 58 | {CA3BAE69-8167-4CDB-8EB9-F05AD9C7F6C5}.Development|Win64.ActiveCfg = BuiltWithUnrealBuildTool|Win32 59 | {CA3BAE69-8167-4CDB-8EB9-F05AD9C7F6C5}.Shipping|Win32.ActiveCfg = BuiltWithUnrealBuildTool|Win32 60 | {CA3BAE69-8167-4CDB-8EB9-F05AD9C7F6C5}.Shipping|Win64.ActiveCfg = BuiltWithUnrealBuildTool|Win32 61 | EndGlobalSection 62 | GlobalSection(SolutionProperties) = preSolution 63 | HideSolutionNode = FALSE 64 | EndGlobalSection 65 | GlobalSection(NestedProjects) = preSolution 66 | {CA3BAE69-8167-4CDB-8EB9-F05AD9C7F6C5} = {A37AF099-BEC1-4243-8E4D-17FB08147E56} 67 | {5A557697-A5E9-4AC7-827F-E4EE43511971} = {DADFBAE7-ECF0-434A-813C-8EB6EB40ED94} 68 | EndGlobalSection 69 | EndGlobal 70 | -------------------------------------------------------------------------------- /UAM_Uproject.uproject: -------------------------------------------------------------------------------- 1 | { 2 | "FileVersion": 3, 3 | "EngineAssociation": "4.22", 4 | "Category": "", 5 | "Description": "", 6 | "Modules": [ 7 | { 8 | "Name": "UAM_Uproject", 9 | "Type": "Runtime", 10 | "LoadingPhase": "Default" 11 | } 12 | ], 13 | "Plugins": [ 14 | { 15 | "Name": "UnrealAutoMod", 16 | "Enabled": true 17 | } 18 | ] 19 | } -------------------------------------------------------------------------------- /open_uproject_in_vs_studio_2015.bat: -------------------------------------------------------------------------------- 1 | 2 | @echo off 3 | 4 | cd /d %~dp0 5 | 6 | set "vs_studio_2015_path="C:\Program Files (x86)\Microsoft Visual Studio 14.0\Common7\IDE\devenv.exe"" 7 | set "uproject_sln_path=%CD%\UAM_Uproject.sln" 8 | 9 | set "command=%vs_studio_2015_path% %uproject_sln_path%" 10 | 11 | call %command% 12 | 13 | exit /b 14 | 15 | 16 | --------------------------------------------------------------------------------