Main function selected in this screen, give it a string, get integer as hash. Repo includes everything needed to test the function library. Test singleton has defaults to control how it tests. Logs for two tests included in repo. One ran 500 hash tests per alphabet, at 30 char max random str len. Other ran 50 tests per alphabet w/ 500 max random str len. Alphabets are just what chars I could scoop up quickly from unicode sites, tried to group them somewhat. Another snip from shorter test just for example.
I’ve fully weight-painted and implemented the Wyvern Tek Saddle as is. It does not have any sort of weapon (as it did not come with one), nor does this modify anything to do with wyverns to give them a saddle slot. However, I felt the effort would’ve gone wasted on my private server mod, so I wanted to give out the raw files to anyone who has any use for the Tek Saddle or who wants to improve it and add weaponry, etc. If I can figure it out, I may update this with a version with weaponry and will edit this post if I do. By default, it requires the Rex Tek Saddle to learn and is slightly more costly to craft. The engram does not give to inventory and the saddle does not link to anything for crafting, so that needs to be set up. Everything else should be fine. (I’ll likely upload just this + a crafting station as a stackable mod for anyone looking for just the saddle in the future, so please don’t upload this alone, thank you! No attribution needed.)
Here is an example of using a replicated singleton to make your mod’s INI settings easily available in any graph, whether on server or the remote client. (it also contains an example of using this replicated actor to do logging from any graph, because it logs the settings to demo it is working)
Showing how the settings are accessed in graph. Can be any graph. World Context Actor is not required, will default to Get Primary World. Note that in PIE it works best if you give an actor, since PIE Get Primary World always returns server world.
Shows PIE log output. The settings singleton logs its settings first on server and then the replicated actor on client does its logs. This is then followed by the example test player buff logging the setting values it retrieves during server/client EBP.
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