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## Ignore Visual Studio temporary files, build results, and
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Generated\ Files/
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[Tt]est[Rr]esult*/
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[Bb]uild[Ll]og.*
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*.VisualState.xml
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TestResult.xml
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nunit-*.xml
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[Dd]ebugPS/
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dlldata.c
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# .NET Core
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project.lock.json
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project.fragment.lock.json
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artifacts/
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||||||
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ScaffoldingReadMe.txt
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# Files built by Visual Studio
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*_i.c
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*_p.c
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*.sbr
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*.tlb
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*.tlh
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*.tmp
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*.svclog
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_Chutzpah*
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# Visual C++ cache files
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ipch/
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*.aps
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*.ncb
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*.opendb
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*.opensdf
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*.cachefile
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*.VC.db
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# Visual Studio profiler
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# Visual Studio Trace Files
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*.e2e
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# TFS 2012 Local Workspace
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$tf/
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||||||
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||||||
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# Guidance Automation Toolkit
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*.gpState
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|
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# ReSharper is a .NET coding add-in
|
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_ReSharper*/
|
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_TeamCity*
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||||||
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|
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!.axoCover/settings.json
|
||||||
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coverage*.xml
|
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coverage*.info
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# Visual Studio code coverage results
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*.coveragexml
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||||||
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||||||
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.*crunch*.local.xml
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||||||
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nCrunchTemp_*
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# MightyMoose
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||||||
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*.mm.*
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||||||
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AutoTest.Net/
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||||||
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# Web workbench (sass)
|
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||||||
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# Click-Once directory
|
||||||
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publish/
|
||||||
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|
||||||
|
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|
||||||
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|
||||||
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|
||||||
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# Note: Comment the next line if you want to checkin your web deploy settings,
|
||||||
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|
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|
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# Microsoft Azure Web App publish settings. Comment the next line if you want to
|
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|
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|
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|
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|
||||||
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# NuGet Packages
|
||||||
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|
||||||
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# NuGet Symbol Packages
|
||||||
|
*.snupkg
|
||||||
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# The packages folder can be ignored because of Package Restore
|
||||||
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|
||||||
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|
||||||
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|
||||||
|
# Uncomment if necessary however generally it will be regenerated when needed
|
||||||
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|
||||||
|
# NuGet v3's project.json files produces more ignorable files
|
||||||
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|
||||||
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*.nuget.targets
|
||||||
|
|
||||||
|
# Microsoft Azure Build Output
|
||||||
|
csx/
|
||||||
|
*.build.csdef
|
||||||
|
|
||||||
|
# Microsoft Azure Emulator
|
||||||
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|
||||||
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rcf/
|
||||||
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|
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|
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|
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AppPackages/
|
||||||
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BundleArtifacts/
|
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|
||||||
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|
||||||
|
*.appx
|
||||||
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*.appxbundle
|
||||||
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*.appxupload
|
||||||
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|
||||||
|
# Visual Studio cache files
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||||||
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# files ending in .cache can be ignored
|
||||||
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|
||||||
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# but keep track of directories ending in .cache
|
||||||
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|
||||||
|
|
||||||
|
# Others
|
||||||
|
ClientBin/
|
||||||
|
~$*
|
||||||
|
*~
|
||||||
|
*.dbmdl
|
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*.dbproj.schemaview
|
||||||
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*.jfm
|
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*.pfx
|
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*.publishsettings
|
||||||
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orleans.codegen.cs
|
||||||
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|
||||||
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# Including strong name files can present a security risk
|
||||||
|
# (https://github.com/github/gitignore/pull/2483#issue-259490424)
|
||||||
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#*.snk
|
||||||
|
|
||||||
|
# Since there are multiple workflows, uncomment next line to ignore bower_components
|
||||||
|
# (https://github.com/github/gitignore/pull/1529#issuecomment-104372622)
|
||||||
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#bower_components/
|
||||||
|
|
||||||
|
# RIA/Silverlight projects
|
||||||
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Generated_Code/
|
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|
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|
# Backup & report files from converting an old project file
|
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# to a newer Visual Studio version. Backup files are not needed,
|
||||||
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# because we have git ;-)
|
||||||
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_UpgradeReport_Files/
|
||||||
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Backup*/
|
||||||
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UpgradeLog*.XML
|
||||||
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UpgradeLog*.htm
|
||||||
|
ServiceFabricBackup/
|
||||||
|
*.rptproj.bak
|
||||||
|
|
||||||
|
# SQL Server files
|
||||||
|
*.mdf
|
||||||
|
*.ldf
|
||||||
|
*.ndf
|
||||||
|
|
||||||
|
# Business Intelligence projects
|
||||||
|
*.rdl.data
|
||||||
|
*.bim.layout
|
||||||
|
*.bim_*.settings
|
||||||
|
*.rptproj.rsuser
|
||||||
|
*- [Bb]ackup.rdl
|
||||||
|
*- [Bb]ackup ([0-9]).rdl
|
||||||
|
*- [Bb]ackup ([0-9][0-9]).rdl
|
||||||
|
|
||||||
|
# Microsoft Fakes
|
||||||
|
FakesAssemblies/
|
||||||
|
|
||||||
|
# GhostDoc plugin setting file
|
||||||
|
*.GhostDoc.xml
|
||||||
|
|
||||||
|
# Node.js Tools for Visual Studio
|
||||||
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.ntvs_analysis.dat
|
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node_modules/
|
||||||
|
|
||||||
|
# Visual Studio 6 build log
|
||||||
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*.plg
|
||||||
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|
||||||
|
# Visual Studio 6 workspace options file
|
||||||
|
*.opt
|
||||||
|
|
||||||
|
# Visual Studio 6 auto-generated workspace file (contains which files were open etc.)
|
||||||
|
*.vbw
|
||||||
|
|
||||||
|
# Visual Studio LightSwitch build output
|
||||||
|
**/*.HTMLClient/GeneratedArtifacts
|
||||||
|
**/*.DesktopClient/GeneratedArtifacts
|
||||||
|
**/*.DesktopClient/ModelManifest.xml
|
||||||
|
**/*.Server/GeneratedArtifacts
|
||||||
|
**/*.Server/ModelManifest.xml
|
||||||
|
_Pvt_Extensions
|
||||||
|
|
||||||
|
# Paket dependency manager
|
||||||
|
.paket/paket.exe
|
||||||
|
paket-files/
|
||||||
|
|
||||||
|
# FAKE - F# Make
|
||||||
|
.fake/
|
||||||
|
|
||||||
|
# CodeRush personal settings
|
||||||
|
.cr/personal
|
||||||
|
|
||||||
|
# Python Tools for Visual Studio (PTVS)
|
||||||
|
__pycache__/
|
||||||
|
*.pyc
|
||||||
|
|
||||||
|
# Cake - Uncomment if you are using it
|
||||||
|
# tools/**
|
||||||
|
# !tools/packages.config
|
||||||
|
|
||||||
|
# Tabs Studio
|
||||||
|
*.tss
|
||||||
|
|
||||||
|
# Telerik's JustMock configuration file
|
||||||
|
*.jmconfig
|
||||||
|
|
||||||
|
# BizTalk build output
|
||||||
|
*.btp.cs
|
||||||
|
*.btm.cs
|
||||||
|
*.odx.cs
|
||||||
|
*.xsd.cs
|
||||||
|
|
||||||
|
# OpenCover UI analysis results
|
||||||
|
OpenCover/
|
||||||
|
|
||||||
|
# Azure Stream Analytics local run output
|
||||||
|
ASALocalRun/
|
||||||
|
|
||||||
|
# MSBuild Binary and Structured Log
|
||||||
|
*.binlog
|
||||||
|
|
||||||
|
# NVidia Nsight GPU debugger configuration file
|
||||||
|
*.nvuser
|
||||||
|
|
||||||
|
# MFractors (Xamarin productivity tool) working folder
|
||||||
|
.mfractor/
|
||||||
|
|
||||||
|
# Local History for Visual Studio
|
||||||
|
.localhistory/
|
||||||
|
|
||||||
|
# BeatPulse healthcheck temp database
|
||||||
|
healthchecksdb
|
||||||
|
|
||||||
|
# Backup folder for Package Reference Convert tool in Visual Studio 2017
|
||||||
|
MigrationBackup/
|
||||||
|
|
||||||
|
# Ionide (cross platform F# VS Code tools) working folder
|
||||||
|
.ionide/
|
||||||
|
|
||||||
|
# Fody - auto-generated XML schema
|
||||||
|
FodyWeavers.xsd
|
21
LICENSE.txt
Normal file
21
LICENSE.txt
Normal file
@ -0,0 +1,21 @@
|
|||||||
|
MIT License
|
||||||
|
|
||||||
|
Copyright (c) [year] [fullname]
|
||||||
|
|
||||||
|
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||||
|
of this software and associated documentation files (the "Software"), to deal
|
||||||
|
in the Software without restriction, including without limitation the rights
|
||||||
|
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||||
|
copies of the Software, and to permit persons to whom the Software is
|
||||||
|
furnished to do so, subject to the following conditions:
|
||||||
|
|
||||||
|
The above copyright notice and this permission notice shall be included in all
|
||||||
|
copies or substantial portions of the Software.
|
||||||
|
|
||||||
|
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||||
|
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||||
|
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||||
|
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||||
|
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||||
|
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||||
|
SOFTWARE.
|
0
Mods/RarePal/Enabled.txt
Normal file
0
Mods/RarePal/Enabled.txt
Normal file
4
Mods/RarePal/Scripts/main.lua
Normal file
4
Mods/RarePal/Scripts/main.lua
Normal file
@ -0,0 +1,4 @@
|
|||||||
|
ExecuteAsync(function()
|
||||||
|
GameSettingInstance = FindFirstOf("PalGameSetting")
|
||||||
|
GameSettingInstance.RarePal_AppearanceProbability = 100.0
|
||||||
|
end)
|
0
Mods/mods.txt
Normal file
0
Mods/mods.txt
Normal file
BIN
PalServerUE4SSLauncher.exe
Normal file
BIN
PalServerUE4SSLauncher.exe
Normal file
Binary file not shown.
10
README.md
10
README.md
@ -1 +1,9 @@
|
|||||||
# Palworld-Server-Modding
|
# PalServerModding
|
||||||
|
|
||||||
|
**Install**
|
||||||
|
1. Put ```PalServerUE4SSLauncher.exe```, ```ue4ss.dll```, ```UE4SS-settings.ini```, ```UE4SS_Signatures```, and ```Mods``` folder into ```PalServer\Pal\Binaries\Win64\```<br>
|
||||||
|
2. Launch PalServerUE4SSLauncher.exe<br>
|
||||||
|
|
||||||
|
|
||||||
|
Source code included in the folder. An example mod for 100% rare pal provided.
|
||||||
|
Signatures was from [Palworld-Tools](https://github.com/NattKh/PalWorld-Tools) By NattKh
|
||||||
|
134
UE4SS-settings.ini
Normal file
134
UE4SS-settings.ini
Normal file
@ -0,0 +1,134 @@
|
|||||||
|
[Overrides]
|
||||||
|
; Path to the 'Mods' folder
|
||||||
|
; Default: <dll_directory>/Mods
|
||||||
|
ModsFolderPath =
|
||||||
|
|
||||||
|
[General]
|
||||||
|
EnableHotReloadSystem = 0
|
||||||
|
|
||||||
|
; Whether caches will be invalidated if ue4ss.dll has changed
|
||||||
|
; Default: 1
|
||||||
|
InvalidateCacheIfDLLDiffers = 1
|
||||||
|
|
||||||
|
; The maximum number attempts the scanner will try before erroring out if an aob isn't found
|
||||||
|
; Default: 60
|
||||||
|
MaxScanAttemptsNormal = 60
|
||||||
|
|
||||||
|
; The maximum number attempts the scanner will try for modular games before erroring out if an aob isn't found
|
||||||
|
; Default: 2000
|
||||||
|
MaxScanAttemptsModular = 2500
|
||||||
|
|
||||||
|
; Whether to create UObject listeners in GUObjectArray to create a fast cache for use instead of iterating GUObjectArray.
|
||||||
|
; Setting this to false can help if you're experiencing a crash on startup.
|
||||||
|
; Default: true
|
||||||
|
bUseUObjectArrayCache = true
|
||||||
|
|
||||||
|
[EngineVersionOverride]
|
||||||
|
MajorVersion =
|
||||||
|
MinorVersion =
|
||||||
|
|
||||||
|
[ObjectDumper]
|
||||||
|
; Whether to force all assets to be loaded before dumping objects
|
||||||
|
; WARNING: Can require multiple gigabytes of extra memory
|
||||||
|
; WARNING: Is not stable & will crash the game if you load past the main menu after dumping
|
||||||
|
; Default: 0
|
||||||
|
LoadAllAssetsBeforeDumpingObjects = 0
|
||||||
|
|
||||||
|
[CXXHeaderGenerator]
|
||||||
|
; Whether to property offsets and sizes
|
||||||
|
; Default: 1
|
||||||
|
DumpOffsetsAndSizes = 1
|
||||||
|
|
||||||
|
; Whether memory layouts of classes and structs should be accurate
|
||||||
|
; This must be set to 1, if you want to use the generated headers in an actual C++ project
|
||||||
|
; When set to 0, padding member variables will not be generated
|
||||||
|
; NOTE: A VALUE OF 1 HAS NO PURPOSE YET! MEMORY LAYOUT IS NOT ACCURATE EITHER WAY!
|
||||||
|
; Default: 0
|
||||||
|
KeepMemoryLayout = 0
|
||||||
|
|
||||||
|
; Whether to force all assets to be loaded before generating headers
|
||||||
|
; WARNING: Can require multiple gigabytes of extra memory
|
||||||
|
; WARNING: Is not stable & will crash the game if you load past the main menu after dumping
|
||||||
|
; Default: 0
|
||||||
|
LoadAllAssetsBeforeGeneratingCXXHeaders = 0
|
||||||
|
|
||||||
|
[UHTHeaderGenerator]
|
||||||
|
; Whether to skip generating packages that belong to the engine
|
||||||
|
; Some games make alterations to the engine and for those games you might want to set this to 0
|
||||||
|
; Default: 0
|
||||||
|
IgnoreAllCoreEngineModules = 0
|
||||||
|
|
||||||
|
; Whether to skip generating the "Engine" and "CoreUObject" packages
|
||||||
|
; Default: 1
|
||||||
|
IgnoreEngineAndCoreUObject = 1
|
||||||
|
|
||||||
|
; Whether to force all UFUNCTION macros to have "BlueprintCallable"
|
||||||
|
; Note: This will cause some errors in the generated headers that you will need to manually fix
|
||||||
|
; Default: 1
|
||||||
|
MakeAllFunctionsBlueprintCallable = 1
|
||||||
|
|
||||||
|
; Whether to force all UPROPERTY macros to have "BlueprintReadWrite"
|
||||||
|
; Also forces all UPROPERTY macros to have "meta=(AllowPrivateAccess=true)"
|
||||||
|
; Default: 1
|
||||||
|
MakeAllPropertyBlueprintsReadWrite = 1
|
||||||
|
|
||||||
|
; Whether to force UENUM macros on enums to have 'BlueprintType' if the underlying type was implicit or uint8
|
||||||
|
; Note: This also forces the underlying type to be uint8 where the type would otherwise be implicit
|
||||||
|
; Default: 1
|
||||||
|
MakeEnumClassesBlueprintType = 1
|
||||||
|
|
||||||
|
; Whether to force "Config = Engine" on all UCLASS macros that use either one of:
|
||||||
|
; "DefaultConfig", "GlobalUserConfig" or "ProjectUserConfig"
|
||||||
|
; Default: 1
|
||||||
|
MakeAllConfigsEngineConfig = 1
|
||||||
|
|
||||||
|
[Debug]
|
||||||
|
; Whether to enable the external UE4SS debug console.
|
||||||
|
ConsoleEnabled = 1
|
||||||
|
GuiConsoleEnabled = 1
|
||||||
|
GuiConsoleVisible = 1
|
||||||
|
|
||||||
|
; Multiplier for Font Size within the Debug Gui
|
||||||
|
; Default: 1
|
||||||
|
GuiConsoleFontScaling = 1
|
||||||
|
|
||||||
|
; The API that will be used to render the GUI debug window.
|
||||||
|
; Valid values (case-insensitive): dx11, d3d11, opengl
|
||||||
|
; Default: opengl
|
||||||
|
GraphicsAPI = opengl
|
||||||
|
|
||||||
|
; How many objects to put in each group in the live view.
|
||||||
|
; A lower number means more groups but less lag when a group is open.
|
||||||
|
; A higher number means less groups but more lag when a group is open.
|
||||||
|
; Default: 32768
|
||||||
|
LiveViewObjectsPerGroup = 32768
|
||||||
|
|
||||||
|
[Threads]
|
||||||
|
; The number of threads that the sig scanner will use (not real cpu threads, can be over your physical & hyperthreading max)
|
||||||
|
; If the game is modular then multi-threading will always be off regardless of the settings in this file
|
||||||
|
; Min: 1
|
||||||
|
; Max: 4294967295
|
||||||
|
; Default: 8
|
||||||
|
SigScannerNumThreads = 8
|
||||||
|
|
||||||
|
; The minimum size that a module has to be in order for multi-threading to be enabled
|
||||||
|
; This should be large enough so that the cost of creating threads won't out-weigh the speed gained from scanning in multiple threads
|
||||||
|
; Min: 0
|
||||||
|
; Max: 4294967295
|
||||||
|
; Default: 16777216
|
||||||
|
SigScannerMultithreadingModuleSizeThreshold = 16777216
|
||||||
|
|
||||||
|
[Memory]
|
||||||
|
; The maximum memory usage (in percentage, see Task Manager %) allowed before asset loading (when LoadAllAssetsBefore* is 1) cannot happen.
|
||||||
|
; Once this percentage is reached, the asset loader will stop loading and whatever operation was in progress (object dump, or cxx generator) will continue.
|
||||||
|
; Default: 85
|
||||||
|
MaxMemoryUsageDuringAssetLoading = 80
|
||||||
|
|
||||||
|
[Hooks]
|
||||||
|
HookProcessInternal = 1
|
||||||
|
HookProcessLocalScriptFunction = 1
|
||||||
|
HookInitGameState = 1
|
||||||
|
HookCallFunctionByNameWithArguments = 1
|
||||||
|
HookBeginPlay = 1
|
||||||
|
HookLocalPlayerExec = 1
|
||||||
|
FExecVTableOffsetInLocalPlayer = 0x28
|
@ -0,0 +1,57 @@
|
|||||||
|
#include <cstdio>
|
||||||
|
#include <string>
|
||||||
|
#include <windows.h>
|
||||||
|
#include <iostream>
|
||||||
|
|
||||||
|
int main(int argc, wchar_t* argv[])
|
||||||
|
{
|
||||||
|
std::string ue4ss = "UE4SS.dll";
|
||||||
|
|
||||||
|
STARTUPINFOA* si = (STARTUPINFOA*)calloc(1, sizeof(STARTUPINFOA));
|
||||||
|
PROCESS_INFORMATION* pi = (PROCESS_INFORMATION*)calloc(1, sizeof(PROCESS_INFORMATION));
|
||||||
|
if (!si || !pi) {
|
||||||
|
printf("Failed To Allocate Memory");
|
||||||
|
return EXIT_FAILURE;
|
||||||
|
}
|
||||||
|
si->cb = sizeof(STARTUPINFOA);
|
||||||
|
|
||||||
|
CreateProcessA("PalServer-Win64-Test-Cmd.exe", NULL, NULL, NULL, FALSE, CREATE_SUSPENDED, NULL, NULL, si, pi);
|
||||||
|
printf("Process Created, trying to inject dll...\n");
|
||||||
|
|
||||||
|
LPVOID alloc = VirtualAllocEx(pi->hProcess, NULL, ue4ss.size(), MEM_RESERVE | MEM_COMMIT, PAGE_EXECUTE_READWRITE);
|
||||||
|
if (alloc) {
|
||||||
|
int write = WriteProcessMemory(pi->hProcess, alloc, ue4ss.c_str(), ue4ss.size(), NULL);
|
||||||
|
if (write != 0) {
|
||||||
|
HANDLE thread = CreateRemoteThread(pi->hProcess, NULL, 0, (LPTHREAD_START_ROUTINE)LoadLibraryA, alloc, 0, NULL);
|
||||||
|
if (thread) {
|
||||||
|
WaitForSingleObject(thread, 5000);
|
||||||
|
VirtualFreeEx(pi->hProcess, alloc, 0, MEM_RELEASE);
|
||||||
|
printf("DLL Injected");
|
||||||
|
|
||||||
|
ResumeThread(pi->hThread);
|
||||||
|
|
||||||
|
printf("Server Started!");
|
||||||
|
|
||||||
|
WaitForSingleObject(pi->hProcess, INFINITE);
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
printf("Failed To Create Thread");
|
||||||
|
VirtualFreeEx(pi->hProcess, alloc, 0, MEM_RELEASE);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
printf("Failed To Write DLL");
|
||||||
|
VirtualFreeEx(pi->hProcess, alloc, 0, MEM_RELEASE);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
printf("Failed To Allocate Memory");
|
||||||
|
}
|
||||||
|
|
||||||
|
CloseHandle(pi->hProcess);
|
||||||
|
CloseHandle(pi->hThread);
|
||||||
|
free(si);
|
||||||
|
free(pi);
|
||||||
|
fflush(stdout);
|
||||||
|
return EXIT_SUCCESS;
|
||||||
|
}
|
@ -0,0 +1,31 @@
|
|||||||
|
|
||||||
|
Microsoft Visual Studio Solution File, Format Version 12.00
|
||||||
|
# Visual Studio Version 17
|
||||||
|
VisualStudioVersion = 17.8.34511.84
|
||||||
|
MinimumVisualStudioVersion = 10.0.40219.1
|
||||||
|
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "PalServerUE4SSLauncher", "PalServerUE4SSLauncher.vcxproj", "{2C44B98C-F47A-4D2C-BA30-5A4D1885E533}"
|
||||||
|
EndProject
|
||||||
|
Global
|
||||||
|
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||||
|
Debug|x64 = Debug|x64
|
||||||
|
Debug|x86 = Debug|x86
|
||||||
|
Release|x64 = Release|x64
|
||||||
|
Release|x86 = Release|x86
|
||||||
|
EndGlobalSection
|
||||||
|
GlobalSection(ProjectConfigurationPlatforms) = postSolution
|
||||||
|
{2C44B98C-F47A-4D2C-BA30-5A4D1885E533}.Debug|x64.ActiveCfg = Debug|x64
|
||||||
|
{2C44B98C-F47A-4D2C-BA30-5A4D1885E533}.Debug|x64.Build.0 = Debug|x64
|
||||||
|
{2C44B98C-F47A-4D2C-BA30-5A4D1885E533}.Debug|x86.ActiveCfg = Debug|Win32
|
||||||
|
{2C44B98C-F47A-4D2C-BA30-5A4D1885E533}.Debug|x86.Build.0 = Debug|Win32
|
||||||
|
{2C44B98C-F47A-4D2C-BA30-5A4D1885E533}.Release|x64.ActiveCfg = Release|x64
|
||||||
|
{2C44B98C-F47A-4D2C-BA30-5A4D1885E533}.Release|x64.Build.0 = Release|x64
|
||||||
|
{2C44B98C-F47A-4D2C-BA30-5A4D1885E533}.Release|x86.ActiveCfg = Release|Win32
|
||||||
|
{2C44B98C-F47A-4D2C-BA30-5A4D1885E533}.Release|x86.Build.0 = Release|Win32
|
||||||
|
EndGlobalSection
|
||||||
|
GlobalSection(SolutionProperties) = preSolution
|
||||||
|
HideSolutionNode = FALSE
|
||||||
|
EndGlobalSection
|
||||||
|
GlobalSection(ExtensibilityGlobals) = postSolution
|
||||||
|
SolutionGuid = {4D0AD3C2-9065-4757-B453-EEBDEAA2094C}
|
||||||
|
EndGlobalSection
|
||||||
|
EndGlobal
|
@ -0,0 +1,135 @@
|
|||||||
|
<?xml version="1.0" encoding="utf-8"?>
|
||||||
|
<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||||
|
<ItemGroup Label="ProjectConfigurations">
|
||||||
|
<ProjectConfiguration Include="Debug|Win32">
|
||||||
|
<Configuration>Debug</Configuration>
|
||||||
|
<Platform>Win32</Platform>
|
||||||
|
</ProjectConfiguration>
|
||||||
|
<ProjectConfiguration Include="Release|Win32">
|
||||||
|
<Configuration>Release</Configuration>
|
||||||
|
<Platform>Win32</Platform>
|
||||||
|
</ProjectConfiguration>
|
||||||
|
<ProjectConfiguration Include="Debug|x64">
|
||||||
|
<Configuration>Debug</Configuration>
|
||||||
|
<Platform>x64</Platform>
|
||||||
|
</ProjectConfiguration>
|
||||||
|
<ProjectConfiguration Include="Release|x64">
|
||||||
|
<Configuration>Release</Configuration>
|
||||||
|
<Platform>x64</Platform>
|
||||||
|
</ProjectConfiguration>
|
||||||
|
</ItemGroup>
|
||||||
|
<PropertyGroup Label="Globals">
|
||||||
|
<VCProjectVersion>17.0</VCProjectVersion>
|
||||||
|
<Keyword>Win32Proj</Keyword>
|
||||||
|
<ProjectGuid>{2c44b98c-f47a-4d2c-ba30-5a4d1885e533}</ProjectGuid>
|
||||||
|
<RootNamespace>PalServerUE4SSLauncher</RootNamespace>
|
||||||
|
<WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion>
|
||||||
|
</PropertyGroup>
|
||||||
|
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||||
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
||||||
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
|
<UseDebugLibraries>true</UseDebugLibraries>
|
||||||
|
<PlatformToolset>v143</PlatformToolset>
|
||||||
|
<CharacterSet>Unicode</CharacterSet>
|
||||||
|
</PropertyGroup>
|
||||||
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||||
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
|
<UseDebugLibraries>false</UseDebugLibraries>
|
||||||
|
<PlatformToolset>v143</PlatformToolset>
|
||||||
|
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||||
|
<CharacterSet>Unicode</CharacterSet>
|
||||||
|
</PropertyGroup>
|
||||||
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||||
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
|
<UseDebugLibraries>true</UseDebugLibraries>
|
||||||
|
<PlatformToolset>v143</PlatformToolset>
|
||||||
|
<CharacterSet>Unicode</CharacterSet>
|
||||||
|
</PropertyGroup>
|
||||||
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||||
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
|
<UseDebugLibraries>false</UseDebugLibraries>
|
||||||
|
<PlatformToolset>v143</PlatformToolset>
|
||||||
|
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||||
|
<CharacterSet>Unicode</CharacterSet>
|
||||||
|
</PropertyGroup>
|
||||||
|
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||||
|
<ImportGroup Label="ExtensionSettings">
|
||||||
|
</ImportGroup>
|
||||||
|
<ImportGroup Label="Shared">
|
||||||
|
</ImportGroup>
|
||||||
|
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||||
|
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||||
|
</ImportGroup>
|
||||||
|
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||||
|
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||||
|
</ImportGroup>
|
||||||
|
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||||
|
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||||
|
</ImportGroup>
|
||||||
|
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||||
|
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||||
|
</ImportGroup>
|
||||||
|
<PropertyGroup Label="UserMacros" />
|
||||||
|
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||||
|
<ClCompile>
|
||||||
|
<WarningLevel>Level3</WarningLevel>
|
||||||
|
<SDLCheck>true</SDLCheck>
|
||||||
|
<PreprocessorDefinitions>WIN32;_DEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||||
|
<ConformanceMode>true</ConformanceMode>
|
||||||
|
</ClCompile>
|
||||||
|
<Link>
|
||||||
|
<SubSystem>Console</SubSystem>
|
||||||
|
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||||
|
</Link>
|
||||||
|
</ItemDefinitionGroup>
|
||||||
|
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||||
|
<ClCompile>
|
||||||
|
<WarningLevel>Level3</WarningLevel>
|
||||||
|
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||||
|
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||||
|
<SDLCheck>true</SDLCheck>
|
||||||
|
<PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||||
|
<ConformanceMode>true</ConformanceMode>
|
||||||
|
</ClCompile>
|
||||||
|
<Link>
|
||||||
|
<SubSystem>Console</SubSystem>
|
||||||
|
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||||
|
<OptimizeReferences>true</OptimizeReferences>
|
||||||
|
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||||
|
</Link>
|
||||||
|
</ItemDefinitionGroup>
|
||||||
|
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||||
|
<ClCompile>
|
||||||
|
<WarningLevel>Level3</WarningLevel>
|
||||||
|
<SDLCheck>true</SDLCheck>
|
||||||
|
<PreprocessorDefinitions>_DEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||||
|
<ConformanceMode>true</ConformanceMode>
|
||||||
|
</ClCompile>
|
||||||
|
<Link>
|
||||||
|
<SubSystem>Console</SubSystem>
|
||||||
|
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||||
|
</Link>
|
||||||
|
</ItemDefinitionGroup>
|
||||||
|
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||||
|
<ClCompile>
|
||||||
|
<WarningLevel>Level3</WarningLevel>
|
||||||
|
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||||
|
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||||
|
<SDLCheck>true</SDLCheck>
|
||||||
|
<PreprocessorDefinitions>NDEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||||
|
<ConformanceMode>true</ConformanceMode>
|
||||||
|
</ClCompile>
|
||||||
|
<Link>
|
||||||
|
<SubSystem>Console</SubSystem>
|
||||||
|
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||||
|
<OptimizeReferences>true</OptimizeReferences>
|
||||||
|
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||||
|
</Link>
|
||||||
|
</ItemDefinitionGroup>
|
||||||
|
<ItemGroup>
|
||||||
|
<ClCompile Include="PalServerUE4SSLauncher.cpp" />
|
||||||
|
</ItemGroup>
|
||||||
|
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||||
|
<ImportGroup Label="ExtensionTargets">
|
||||||
|
</ImportGroup>
|
||||||
|
</Project>
|
@ -0,0 +1,22 @@
|
|||||||
|
<?xml version="1.0" encoding="utf-8"?>
|
||||||
|
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||||
|
<ItemGroup>
|
||||||
|
<Filter Include="Source Files">
|
||||||
|
<UniqueIdentifier>{4FC737F1-C7A5-4376-A066-2A32D752A2FF}</UniqueIdentifier>
|
||||||
|
<Extensions>cpp;c;cc;cxx;c++;cppm;ixx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
|
||||||
|
</Filter>
|
||||||
|
<Filter Include="Header Files">
|
||||||
|
<UniqueIdentifier>{93995380-89BD-4b04-88EB-625FBE52EBFB}</UniqueIdentifier>
|
||||||
|
<Extensions>h;hh;hpp;hxx;h++;hm;inl;inc;ipp;xsd</Extensions>
|
||||||
|
</Filter>
|
||||||
|
<Filter Include="Resource Files">
|
||||||
|
<UniqueIdentifier>{67DA6AB6-F800-4c08-8B7A-83BB121AAD01}</UniqueIdentifier>
|
||||||
|
<Extensions>rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms</Extensions>
|
||||||
|
</Filter>
|
||||||
|
</ItemGroup>
|
||||||
|
<ItemGroup>
|
||||||
|
<ClCompile Include="PalServerUE4SSLauncher.cpp">
|
||||||
|
<Filter>Source Files</Filter>
|
||||||
|
</ClCompile>
|
||||||
|
</ItemGroup>
|
||||||
|
</Project>
|
7
UE4SS_Signatures/FName_Constructor.lua
Normal file
7
UE4SS_Signatures/FName_Constructor.lua
Normal file
@ -0,0 +1,7 @@
|
|||||||
|
function Register()
|
||||||
|
return "48 89 5C 24 08 57 48 83 EC 30 48 8B D9 48 89 54 24 20 33 C9"
|
||||||
|
end
|
||||||
|
|
||||||
|
function OnMatchFound(MatchAddress)
|
||||||
|
return MatchAddress
|
||||||
|
end
|
13
UE4SS_Signatures/FName_ToString.lua.example
Normal file
13
UE4SS_Signatures/FName_ToString.lua.example
Normal file
@ -0,0 +1,13 @@
|
|||||||
|
function Register()
|
||||||
|
return "C 3/3 3/C 0/4 8/8 D/5 4/2 4/2 0/4 8/8 B/C F/4 8/8 9/4 4/2 4/2 0/4 8/8 9/4 4/2 4/2 8/E 8"
|
||||||
|
end
|
||||||
|
|
||||||
|
function OnMatchFound(MatchAddress)
|
||||||
|
local AOBSize = 22
|
||||||
|
local CallInstr = MatchAddress + AOBSize - 1
|
||||||
|
local InstrSize = 5
|
||||||
|
local NextInstr = CallInstr + InstrSize
|
||||||
|
local Offset = DerefToInt32(CallInstr + 1)
|
||||||
|
local ToStringAddress = NextInstr + Offset
|
||||||
|
return ToStringAddress
|
||||||
|
end
|
12
UE4SS_Signatures/GUObjectArray.lua.example
Normal file
12
UE4SS_Signatures/GUObjectArray.lua.example
Normal file
@ -0,0 +1,12 @@
|
|||||||
|
function Register()
|
||||||
|
return "8 B/5 1/0 4/8 5/D 2/7 4/5 A/4 8/6 3/0 1/8 5/C 0/7 8/5 3/4 4/8 B/? ?/? ?/? ?/? ?/? ?/4 1/3 B/C 0/7 D/4 7/4 C/8 B"
|
||||||
|
end
|
||||||
|
|
||||||
|
function OnMatchFound(matchAddress)
|
||||||
|
local movInstr = matchAddress + 0x1A
|
||||||
|
local nextInstr = movInstr + 0x7
|
||||||
|
local offset = movInstr + 0x3
|
||||||
|
local dataMoved = nextInstr + DerefToInt32(offset) - 0x10
|
||||||
|
|
||||||
|
return dataMoved
|
||||||
|
end
|
Loading…
x
Reference in New Issue
Block a user