you can run spaghetti normally with/without using cli
spaghetti --help
Usage: spaghetti [OPTIONS] [hook] [original]
Arguments:
[hook] path to hook-containing blueprint
[original] path to original blueprint
Options:
-v <VERSION> engine version used to create the blueprints [default: 5.1]
-o <output path> path to save the hooked blueprint to [default: overwrites original]
-h, --help Print help
- the same limitations of normal asset patching applies
- this means only one modded asset can be loaded at a time
- currently no support for hooking hooks (i need to check for existing
orig_
functions) - if there was you could unpack, merge mod blueprints and repack for compatibility
- i could add a command which merges hooks in mod paks if that's done to make that easier too
- i modded my first unity game and thought "Monomod HookGen is real nifty for hooking functions and whatnot"
- on the same day i discovered kismet-analyzer's
merge-functions
command which merges function kismet - that made me think "i have decent experience dealing with assets having made stove and whatnot"
- and then i thought "i could make it like hookgen where you can call the original function in your hook"
- turns out you don't need to edit kismet
- transplanting hooks using modified code from stove works
- you can redirect the funcmap to your hook and register the original under a different name
- wow you've got hookgen but for blueprint functions
- mind blown
- truman for creating kismet-analyzer since, although implemented differently, it helped me come up with this idea
- atenfyr for creating the extensive UAssetAPI which made this project possible ❤️
- localcc for rewriting it as unreal_asset, allowing me to program this in rust