Reads the workbench's own storage container as crafting material, so you can craft without unloading items onto the table. Runtime datatable recipes, transactional take/return, no hardcoded recipe list.
Reworked candidate matching to read the live recipe and prop DataTables without hardcoded recipe snapshots.
Container materials can now supplement tabletop materials for mixed recipes, including scrap metal/electronics/plastic combinations.
Preserved native blueprint gating, removed the global parity fail-closed path, and synchronized virtual candidate rows across refreshes.
Added fallback display text when a runtime prop row lacks a display name.
0.5.6
Fixed empty unused script-hook callbacks that could cause UE4SS to remove the shared script hook.
Fixed material-row injection being skipped when no virtual recipe candidate was present.
Disabled developer diagnostics in the release build; precise function hooks and lightweight game-thread scheduling remain in use.
0.5.5
Faster event filtering: unrelated ProcessEvent / ProcessLocalScriptFunction callbacks no longer convert names to strings or walk the workbench inheritance chain.
Reuse per-item reflection lookups within a single UI refresh instead of rebuilding the whole table material pool.
Diagnostics are off in the shipped build; this release does not create or write any log file.
0.5.4
Fixed function lookup to resolve through the real instance's class chain, restoring getObject, craftItem, addObject and the UI refresh calls.
Left-column entries are now added through a statically resolved PanelWidget:AddChild, with asset-path fallback and parameter validation.
Deferred container work runs on the game thread through the engine tick callback instead of a background update.
Added snapshot checks around taking and returning materials, and a hard stop when the state cannot be determined instead of guessing.
0.5.3
Resolved WidgetBlueprintLibrary:Create and PrimitiveComponent:GetOverlappingActors with StaticFindObject instead of instance class function tables.
0.5.2
Probe the workbench overlap box with GetOverlappingActors.
Inject the left-column container entries from the ui_crafting::gen() post hook.
0.5.0
First C++ implementation: read recipes from the game's runtime datatables, route virtual recipes, and craft transactionally from the workbench container.
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