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only checkout latest release tag of main repo
| ```bash | ||
| .\build_and_install_mod.bat YourModName "Path\To\Your\Game\UE4SS\Install\Directory" Build__Configuration | ||
| ``` | ||
| Running `xmake newmod CoolMod` will generate `/Mods/CoolMod/...` in your repository and automatically link it with the xmake system. If you have VS2022 installed then the `newmod` command will also automatically generate a VS project which can be located at `/vsxmake2022/UE4SSCppTemplate.sln`. |
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The .sln inside vsxmake2022 is called UE4SS-<my mod name>.sln
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Need to delete the existing bats |
Member
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Need to edit this docs page https://docs.ue4ss.com/dev/guides/installing-a-c++-mod.html#automation as it mentions the bat |
Scripts/build_and_install.lua
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| import("core.base.task") | ||
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| function main() | ||
| task.run("build", option.get("name"), "-y") |
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Doesn't seem like the -y option is actually passed in because it still prompts me.
6 tasks
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two suggestions:
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set_toolchains only really works at the top level xmake.lua. In the case of a mod, the package doesn't use the compiler configured by set_toolchains. |
inkydragon
added a commit
to game-a11y/BlackMyth-A11y
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Sep 9, 2024
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Added a couple xmake tasks to streamline the mod authoring process. See the readme for usage.
Differences from the old bat scripts are
newmodcommand with the same parameters/Mods/directory to remove the need to appendincludes("NewMod")whenever someone makes a new mod. This makes the gitignore situation simpler and allows for mod removal to just require deleting the/Mods/NewMod/dir instead of having to manually removeincludes("NewMod")fromxmake.luaue4ssmanagement command to allow modders to more easily swap between release tags/branches