- Visual Studio Build Tools 2022
- Visual Studio Build Tools 2019
- Visual Studio Build Tools 2017
- Visual Studio Build Tools 2015
Visual Studio 2022:
| #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; |
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.
TFunction<void()>s, you would have an array of custom thunks that you can bind/unbind new function pointers to existing TFunctions.+ node in Blueprints that