zhaijineet-ContainerCrafting icon

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.

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 / ProcessLocalScriptFunction callbacks 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, addObject and 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:Create and PrimitiveComponent:GetOverlappingActors with StaticFindObject instead 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.