[Overrides] ; Path to the 'Mods' folder ; Default: /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