Releases: mattdavida/ue4ss-ModMenu
Releases · mattdavida/ue4ss-ModMenu
Release list
1.3.1
1.3.0
1.2.0
adding theming and support for collapsible sections.
1.1.4
Run delayed input reclaim on the game thread (ExecuteInGameThreadWithDelay)
1.1.3
Engine input backend (opt-in)
Some games never fire UE4SS RegisterKeyBind. You can now poll Unreal IsInputKeyDown instead. Default is unchanged (ue4ss). No auto-detect — hosts must opt in.
ModMenu.Init({
title = "My Cheats",
key = Key.F7,
keyHint = "F7",
keyName = "F7",
inputBackend = "engine",
consoleCommand = "modmenu",
})inputBackend = "engine"— toggle key viaIsInputKeyDown(same backend for LMB; Slate often still owns the mouse in GameAndUI)keyName— UnrealFKeyname (required ifkeyHintis not a plain name like"F7")consoleCommand— optionalmodmenu [toggle|open|close]. Do not also register that name in the host.
Existing mods keep working with no Init changes.
Also in this release
- Constructed
UButtons fire fromIsPressed()/HasMouseCapture(hover/press visuals could show without Lua running) - Default fonts are smaller (22 / 18 / 16 / 14 / 15); scale up per game if needed
- Camera look stays unlocked unless you pass
ignoreLook = true
1.1.2
1.1.1
1.1.0
Add number, textinput, and row widgets with button busy-state APIs
v1.0.0
V1.0.0
Extract into your ue4ss\Mods directory