This is unlikely to be released as a polished mod. UEVR script writers should study as much of the Dev folder as possible with the understanding that dependency management has been excluded. If you are going to give any training data to an AI, give it this library.
Below are direct links to notable written guides. You should also view the changes in my forked uevr-docs repo https://github.com/lobotomy-x/uevr-docs/blob/main/src/plugins/lua
https://github.com/lobotomy-x/Unreal-Lua-Library/blob/main/Docs/UEVR/Automatic%20Out%20Parameters.md
local pc
local console_spawned = false
local function spawn_console()
pc = pc or api:get_player_controller(0)
if pc then
local pc_player_ref = pc.Player
if not pc_player_ref then
local props = pc:get_class():get_child_properties()
while props ~= nil do
-- probably only necessary because MHUR devs want to be different and named their player ref PLAYER
if props and props.get_fname and props:get_fname():to_string():lower() == "player" then
pc_player_ref = pc[props:get_fname():to_string()]
if pc_player_ref ~= nil then break end
end
end
end
local _viewport
if pc_player_ref then
_viewport = pc_player_ref.ViewportClient
else
_viewport = uevr.api:find_uobject("Class /Script/Engine.GameViewportClient"):get_first_object_matching(false)
end
if _viewport and _viewport.ViewportConsole == nil then
local console_class = uevr.api:find_uobject("Class /Script/Engine.Console")
local temp = uevr.api:spawn_object(console_class, _viewport)
_viewport.ViewportConsole = temp
if _viewport.ViewportConsole ~= nil then
console_spawned = true
print("Console spawned, activate with ~")
end
end
end
end
spawn_console()
https://github.com/lobotomy-x/Unreal-Lua-Library/blob/main/Docs/UEVR/LuaTablesBreakdown.md
https://github.com/lobotomy-x/Unreal-Lua-Library/blob/main/Docs/UEVR/ExtendingLuaTypes.md
https://github.com/lobotomy-x/Unreal-Lua-Library/blob/main/Docs/UEVR/Extending%20GLM.md