UE4SS

Results 349 comments of UE4SS

> I can work on TMap tomorrow. Been meaning to do a new uvtd dump finally I should mention then that TSet is getting the same treatment as TMap in...

Updated issue with new requirements for backends. Backends must now be able to default construct (i.e: `TArray Array{};`) all required types. Added `TMap`, `FScriptDelegate`, `FMulticastScriptDelegate`, and `FSparseDelegate` to the required...

The generator isn't dealing with hidden end-of-struct padding properly. For example, take these structs: ```c++ struct Base { long BaseMember1; int BaseMember2; }; struct Derived : public Base { float...

Updated status comment to include instructions for how to run the memory accuracy test.

@localcc You mentioned [here](https://github.com/UE4SS-RE/RE-UE4SS/issues/311#issuecomment-1918063371) that the game exe shouldn't be required for debugging crash dumps but this doesn't seem to always be true, including with the crash dump supplied in...

Could you try this branch and see if it fixes the problem ? https://github.com/UE4SS-RE/RE-UE4SS/tree/printf-fix

This issue is on hold until we've got our clang build sorted. It's currently broken in multiple places. We'll hopefully get CI for the clang build soon to prevent regression...

> The only upside this has over the standard github runner is that the VM localcc is using is much more powerful, so the build should go a lot faster....

> That was an issue in my runner setup, not the problem we're having with GitHub hosted. Okay but I'm not seeing any EOF errors here on github from this...

> EOF errors occur regardless if it's a self hosted or a GitHub hosted runner But how do you know that this is the case if there's been no such...