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Most Unreal Engine SDK Dumpers/Generators have a feature to dump all FNames to a file, just like Objects.
It's very helpful since most Names are loaded from the start of the game and you can often find useful names like Events, Cosmetic, Item names etc. which can give a great deal of information about possible values.
The dump should look similar to this:
We don't have access to the names array, instead we do all our FName interaction via calls to the FName constructor.
This was done for two reasons:
Avoiding implementing all the names array related structs for all the different engine versions.
See the FUObjectArray mess for a live example.
This reason might not be valid for long though as we're working on a solution for this for FUObjectArray, which might translate well into the names array specific stuff as well.
The ability to add new FNames to the names array is very easy using the FName constructor compared to having to manually expand the names array, and I'm not even sure if it's safe to do that.
Considering we are making use of adding new FNames, this means that we'd still need the FName constructor, and that means still requiring the AOB for it and that means we now have an additional AOB since we'd also need an AOB for the names array, and the more AOBs we require the harder it is to maintain game compatibility.
If you know of a consistent and game-independent way to retrieve the names array address without using an AOB, feel free to let me know.
Most Unreal Engine SDK Dumpers/Generators have a feature to dump all FNames to a file, just like Objects.
It's very helpful since most Names are loaded from the start of the game and you can often find useful names like Events, Cosmetic, Item names etc. which can give a great deal of information about possible values.
The dump should look similar to this:
The number between [] is the compare index.
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