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|
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||||
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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
|
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in the Software without restriction, including without limitation the rights
|
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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furnished to do so, subject to the following conditions:
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||||
The above copyright notice and this permission notice shall be included in all
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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||||
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