UE4SS
UE4SS
This combined with the UEPseudo#96 builds. However, running it gives this error: `Error: exists: An illegal character was encountered. For a multi-byte character set this includes a lead byte without...
> This combined with the UEPseudo#96 builds. However, running it gives this error: `Error: exists: An illegal character was encountered. For a multi-byte character set this includes a lead byte...
> > This combined with the UEPseudo#96 builds. However, running it gives this error: `Error: exists: An illegal character was encountered. For a multi-byte character set this includes a lead...
> This combined with the UEPseudo#96 builds. However, running it gives this error: `Error: exists: An illegal character was encountered. For a multi-byte character set this includes a lead byte...
Unrelated to this PR, but it shows a problem elsewhere. The PR action doesn't work when users don't provide the UEPseudo token. I'm assuming it has to do with the...
> @Yangff Is this all compatible with Linux? The modifications to the Lua source in this PR includes using Windows API functions, so no this is not compatible with Linux...
You might need this in your launch options: ``` WINEDLLOVERRIDES="dwmapi=native,builtin" %command% ``` Also please confirm where you've installed dwmapi.dll and UE4SS.dll. It's also possible that dwmapi doesn't work as a...
To properly test xinput1_3.dll, you would need to build the `proxy_generator` project within UE4SS from source, and then use it to generate a xinput1_3 proxy. Once you have `proxy_generator.exe`, you...
You also don't have to use `proxy_generator` explicitly, it's invoked automatically when building UE4SS (if not cross-compiling), and you can supply `--ue4ssProxyPath=""` to use xinput1_3 instead of dwmapi. This still...
There's an xinput1_3.dll proxy available here: https://github.com/UE4SS-RE/RE-UE4SS/pull/759 You can get rid of the rest of the files since you only want xinput1_3.dll.