135 lines
4.7 KiB
INI
135 lines
4.7 KiB
INI
[Overrides]
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; Path to the 'Mods' folder
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; Default: <dll_directory>/Mods
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ModsFolderPath =
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[General]
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EnableHotReloadSystem = 0
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; Whether caches will be invalidated if ue4ss.dll has changed
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; Default: 1
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InvalidateCacheIfDLLDiffers = 1
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; The maximum number attempts the scanner will try before erroring out if an aob isn't found
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; Default: 60
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MaxScanAttemptsNormal = 60
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; The maximum number attempts the scanner will try for modular games before erroring out if an aob isn't found
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; Default: 2000
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MaxScanAttemptsModular = 2500
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; Whether to create UObject listeners in GUObjectArray to create a fast cache for use instead of iterating GUObjectArray.
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; Setting this to false can help if you're experiencing a crash on startup.
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; Default: true
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bUseUObjectArrayCache = true
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[EngineVersionOverride]
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MajorVersion =
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MinorVersion =
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[ObjectDumper]
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; Whether to force all assets to be loaded before dumping objects
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; WARNING: Can require multiple gigabytes of extra memory
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; WARNING: Is not stable & will crash the game if you load past the main menu after dumping
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; Default: 0
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LoadAllAssetsBeforeDumpingObjects = 0
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[CXXHeaderGenerator]
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; Whether to property offsets and sizes
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; Default: 1
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DumpOffsetsAndSizes = 1
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; Whether memory layouts of classes and structs should be accurate
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; This must be set to 1, if you want to use the generated headers in an actual C++ project
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; When set to 0, padding member variables will not be generated
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; NOTE: A VALUE OF 1 HAS NO PURPOSE YET! MEMORY LAYOUT IS NOT ACCURATE EITHER WAY!
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; Default: 0
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KeepMemoryLayout = 0
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; Whether to force all assets to be loaded before generating headers
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; WARNING: Can require multiple gigabytes of extra memory
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; WARNING: Is not stable & will crash the game if you load past the main menu after dumping
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; Default: 0
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LoadAllAssetsBeforeGeneratingCXXHeaders = 0
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[UHTHeaderGenerator]
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; Whether to skip generating packages that belong to the engine
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; Some games make alterations to the engine and for those games you might want to set this to 0
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; Default: 0
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IgnoreAllCoreEngineModules = 0
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; Whether to skip generating the "Engine" and "CoreUObject" packages
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; Default: 1
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IgnoreEngineAndCoreUObject = 1
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; Whether to force all UFUNCTION macros to have "BlueprintCallable"
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; Note: This will cause some errors in the generated headers that you will need to manually fix
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; Default: 1
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MakeAllFunctionsBlueprintCallable = 1
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; Whether to force all UPROPERTY macros to have "BlueprintReadWrite"
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; Also forces all UPROPERTY macros to have "meta=(AllowPrivateAccess=true)"
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; Default: 1
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MakeAllPropertyBlueprintsReadWrite = 1
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; Whether to force UENUM macros on enums to have 'BlueprintType' if the underlying type was implicit or uint8
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; Note: This also forces the underlying type to be uint8 where the type would otherwise be implicit
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; Default: 1
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MakeEnumClassesBlueprintType = 1
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; Whether to force "Config = Engine" on all UCLASS macros that use either one of:
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; "DefaultConfig", "GlobalUserConfig" or "ProjectUserConfig"
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; Default: 1
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MakeAllConfigsEngineConfig = 1
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[Debug]
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; Whether to enable the external UE4SS debug console.
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ConsoleEnabled = 1
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GuiConsoleEnabled = 1
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GuiConsoleVisible = 1
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; Multiplier for Font Size within the Debug Gui
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; Default: 1
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GuiConsoleFontScaling = 1
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; The API that will be used to render the GUI debug window.
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; Valid values (case-insensitive): dx11, d3d11, opengl
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; Default: opengl
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GraphicsAPI = opengl
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; How many objects to put in each group in the live view.
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; A lower number means more groups but less lag when a group is open.
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; A higher number means less groups but more lag when a group is open.
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; Default: 32768
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LiveViewObjectsPerGroup = 32768
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[Threads]
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; The number of threads that the sig scanner will use (not real cpu threads, can be over your physical & hyperthreading max)
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; If the game is modular then multi-threading will always be off regardless of the settings in this file
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; Min: 1
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; Max: 4294967295
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; Default: 8
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SigScannerNumThreads = 8
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; The minimum size that a module has to be in order for multi-threading to be enabled
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; This should be large enough so that the cost of creating threads won't out-weigh the speed gained from scanning in multiple threads
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; Min: 0
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; Max: 4294967295
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; Default: 16777216
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SigScannerMultithreadingModuleSizeThreshold = 16777216
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[Memory]
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; The maximum memory usage (in percentage, see Task Manager %) allowed before asset loading (when LoadAllAssetsBefore* is 1) cannot happen.
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; Once this percentage is reached, the asset loader will stop loading and whatever operation was in progress (object dump, or cxx generator) will continue.
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; Default: 85
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MaxMemoryUsageDuringAssetLoading = 80
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[Hooks]
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HookProcessInternal = 1
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HookProcessLocalScriptFunction = 1
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HookInitGameState = 1
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HookCallFunctionByNameWithArguments = 1
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HookBeginPlay = 1
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HookLocalPlayerExec = 1
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FExecVTableOffsetInLocalPlayer = 0x28
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