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@mattdavida mattdavida released this 16 Aug 22:45
· 24 commits to main since this release
4095397

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 via IsInputKeyDown (same backend for LMB; Slate often still owns the mouse in GameAndUI)
  • keyName — Unreal FKey name (required if keyHint is not a plain name like "F7")
  • consoleCommand — optional modmenu [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 from IsPressed() / 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