RE-UE4SS
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Injectable LUA scripting system, SDK generator, live property editor and other dumping utilities for UE4/5 games
Hey, is there any possibility of registering hooks for functions manipulating TArrays? Something like: RegisterHook( "/Script/Class.:Add, function()) Regards
This feature would be useful to load ue4ss in some configurations, while also being useful to not lock the cpp mod dll after loading.
Currently there is no metadata system at all for mods. Some sort of metadata system would be useful. This could allow users to specify stuff like the name of the...
The `FURL` struct looks like this from 4.22 to 5.4 (at the time of creation of this issue, this was the latest version): ```c++ struct FURL { FString Protocol; FString...
**Branch or Release** 3.0.1 **Game and Engine Version** Nightingale - 5.3.2 **Describe the bug** UE4SS is crashing on startup **Mods directory** Only default mods **To Reproduce** Steps to reproduce the...
Should we add a `DEFINE_PROPERTY` macro to simplify accessing properties of user-implemented classes for C++ mods ? By "user-implemented", I mean any class that exists that UE4SS doesn't supply, meaning...
What if this absolutely destroys the performance of the game? The palworld community uses this for its modding, i have asked over on their reddit a couple days ago but...
Title. It seems that they're yet to be implemented, but may I ask what is the current status for said implementations? There are a number of UFunctions that expect `const...
**Branch or Release** All with BPModLoaderMod support **Game and Engine Version** All, maybe ? Untested **Describe the bug** PostBeginPlay will at least occasionally execute before PreBeginPlay. I haven't confirmed the...