UE4SS
UE4SS
> Quick Question: > > ``` > Symbol=?ToString@FName@@QEBAXAEAVFString@@@Z > Symbol (undecorated)=public: void __cdecl FName::ToString(class FString &) const > ``` > > This is the right signature for FName::ToString that is...
> This is the Crashdump: https://hastebin.com/share/acanuvutan.yaml The decompiled assembly: https://hastebin.com/share/pibopipito.vbnet The assembly crashing the game: `00007FF74E9B8329 | 8B19 | mov ebx,dword ptr ds:[rcx]` That's still crashing when it tries to...
>Then I compared the address that was found with the code of the test game and except for a few addresses the code was 1:1 the same. Try find references...
@LimoDerEchte If you enable `FullMemoryDump` in UE4SS-settings.ini, and let it crash again, and send me the generated .dmp file, I can take a look at it. Please give it a...
> > Case preserving? > > Wdym by "preserving"? Yes the problem isn't solved yet It's a UE setting that some games use that changes how a core struct in...
It appears that this game uses a customized `FUObjectItem` struct. This is how `FUObjectItem` in GUObjectArray looks like in 5.1: ``` m_guobjectarray_internal->obj_objects.objects[0][0]: 0x00 00000220aca78780
> @UE4SS Would I be able to make a pr to UE4SS where it uses this structure when it detects Indigo Park, so it works in future versions? Yes, but...
> > Yes, but how much experience do you have with programming ? > > Well I don't have much experience with cpp but I sure do have a good...
There's no reason to spread the talking around to different places so I removed your discussion, and any discussion can be had in this issue instead.
If your BP pak file is in `/Content/Paks/LogicMods`, then your mod should automatically be loaded. You can hit the `INS` key on your keyboard to manually load your mod for...