init
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# Build
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UE4SS C++ mods need to be built with the same UE4SS source/ABI line as the runtime you deploy with. Build this beside a working RE-UE4SS checkout.
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## Folder layout
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```text
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MyMods/
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CMakeLists.txt
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RE-UE4SS/
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scum_simple_rcon_ue4ss/
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```
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`MyMods/CMakeLists.txt`:
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```cmake
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cmake_minimum_required(VERSION 3.22)
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project(MyMods)
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add_subdirectory(RE-UE4SS)
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add_subdirectory(scum_simple_rcon_ue4ss)
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```
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## Configure and build
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Visual Studio:
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```bat
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cmake -B build -G "Visual Studio 17 2022"
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cmake --build build --config Game__Shipping__Win64 --target scum_simple_rcon
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```
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Ninja:
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```bat
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cmake -B build -G Ninja -DCMAKE_BUILD_TYPE=Game__Shipping__Win64
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cmake --build build --target scum_simple_rcon
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```
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Output package:
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```text
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build/package/ue4ss/Mods/scum_simple_rcon/
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config.ini
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enabled.txt
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dlls/main.dll
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```
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If your UE4SS source checkout cannot initialize `deps/first/Unreal`, link your GitHub account to Epic Games and rerun:
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```bat
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git submodule update --init --recursive
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```
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Required UE4SS hooks/settings:
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```ini
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[Hooks]
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HookEngineTick = 1
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HookUObjectProcessEvent = 1
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```
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`HookEngineTick` is mandatory because RCON worker threads must never create
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UObjects or call the SCUM command executor themselves. The mod performs that
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work only from the game-thread drain callback.
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