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Merge pull request #354 from Epp-code/master
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Added instructions and examples to SCS Hooks doc.
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budak7273 authored Dec 3, 2024
2 parents 97e6dad + 0cca88b commit 99629c8
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Expand Up @@ -4,8 +4,8 @@ Introduced in SML3.5, Blueprint Simple Construction Script hooks allow adding mo
https://docs.unrealengine.com/5.1/en-US/components-in-unreal-engine/[Components]
to any blueprint-based actor.

Mods can define Blueprint SCS in their
xref:Development/ModLoader/ModModules.adoc#_game_instance_bound_module_ugameinstancemodule[Game Instance Module].
Mods can define Blueprint SCS Hooks in their
xref:Development/ModLoader/ModModules.adoc#_game_instance_bound_module_ugameinstancemodule[Game Instance Module] under Class Defaults -> Advanced -> Hooks -> Blueprint SCSHooks

This system is very flexible and it is difficult to summarize its capabilities.
Here are some example usages:
Expand All @@ -14,4 +14,6 @@ Here are some example usages:
** Example Mod uses this to add a hat to the player if they have an Example Item in their inventory.
Note that the component is always spawned, but custom logic controls if the hat is visible to the player.
* Easily track (and potentially store with the save file) per-player data that is guaranteed to exist by hooking the construction of BP_PlayerState
** An example of this can be found in the open-source https://ficsit.app/mod/FreeSamples[Free Samples] mod.
** The open-source https://ficsit.app/mod/FreeSamples[Free Samples] mod
attaches a FreeSampleDataComponent to each BP_PlayerState with this configuration on its RootInstance_FreeSamples blueprint:
image:ModLoader/SCSHook_Example_FreeSamples.png[FreeSamples SCS Hook Example]

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