ContainerCrafting
Reads the workbench's own storage container as crafting material, so you can craft without unloading items onto the table. Runtime datatable recipes, transactional take/return, no hardcoded recipe list.
By zhaijineet
CHANGELOG
Changelog
0.5.7
- Reworked candidate matching to read the live recipe and prop DataTables without hardcoded recipe snapshots.
- Container materials can now supplement tabletop materials for mixed recipes, including scrap metal/electronics/plastic combinations.
- Preserved native blueprint gating, removed the global parity fail-closed path, and synchronized virtual candidate rows across refreshes.
- Added fallback display text when a runtime prop row lacks a display name.
0.5.6
- Fixed empty unused script-hook callbacks that could cause UE4SS to remove the shared script hook.
- Fixed material-row injection being skipped when no virtual recipe candidate was present.
- Disabled developer diagnostics in the release build; precise function hooks and lightweight game-thread scheduling remain in use.
0.5.5
- Faster event filtering: unrelated
ProcessEvent/ProcessLocalScriptFunctioncallbacks no longer convert names to strings or walk the workbench inheritance chain. - Reuse per-item reflection lookups within a single UI refresh instead of rebuilding the whole table material pool.
- Diagnostics are off in the shipped build; this release does not create or write any log file.
0.5.4
- Fixed function lookup to resolve through the real instance's class chain, restoring
getObject,craftItem,addObjectand the UI refresh calls. - Left-column entries are now added through a statically resolved
PanelWidget:AddChild, with asset-path fallback and parameter validation. - Deferred container work runs on the game thread through the engine tick callback instead of a background update.
- Added snapshot checks around taking and returning materials, and a hard stop when the state cannot be determined instead of guessing.
0.5.3
- Resolved
WidgetBlueprintLibrary:CreateandPrimitiveComponent:GetOverlappingActorswithStaticFindObjectinstead of instance class function tables.
0.5.2
- Probe the workbench overlap box with
GetOverlappingActors. - Inject the left-column container entries from the
ui_crafting::gen()post hook.
0.5.0
- First C++ implementation: read recipes from the game's runtime datatables, route virtual recipes, and craft transactionally from the workbench container.