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aquanox / ffi-kernel32.h
Last active November 7, 2025 12:27
PHP 8.4 FFI Windows Registry Query
#define FFI_LIB "kernel32.dll"
#define FFI_SCOPE "kernel32"
typedef unsigned short wchar_t;
typedef int BOOL;
typedef unsigned long DWORD;
typedef void *PVOID;
typedef PVOID HANDLE;
typedef DWORD *LPDWORD;
typedef unsigned short WORD;
@Mr-Precise
Mr-Precise / vs_buildtools_dl_list.md
Created February 28, 2024 05:33
MSVC / VS / Buildtools download link collection list
@intaxwashere
intaxwashere / customthunkexample.md
Last active June 26, 2026 11:39
Custom Thunks Unreal Engine TL;DR

Custom thunks TL;DR

This smol post assumes you worked on a custom thunk implementation before but no idea how it works, why you're using cursed macros from 1990s etc. If you don't have any programming experience or relatively new to Unreal world, it's likely you might not understand anything from this post, not because concepts are too difficult to grasp, but rather because this post is written for the people who has an understanding of how Unreal works since a while and want to expand their knowledge of custom thunks implementation.

Part 1:

  • A thunk is a function that you can save and call later, so if you had an array of TFunction<void()>s, you would have an array of custom thunks that you can bind/unbind new function pointers to existing TFunctions.
  • Custom thunks of Blueprints are the same, they're a fancy array/list of function pointers. Imagine for each node you placed to graph, Blueprints have a place for that node in it's list of custom thunks. For example the + node in Blueprints that