Basic UE4 Win64 Base Table

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SunBeam
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Re: Basic UE4 Win64 Base Table

Post by SunBeam »

Messy6666 wrote:
Thu Jan 26, 2023 7:44 am
...
Good example of a command. You know -- I hope -- that, by default, fly, walk, ghost are not compiled in Shipping games.. right? Sure, the console returns that message, but see if you actually fly :)

The stock commands that will almost always be useful are:
  • toggledebugcamera
  • teleport
  • summon
Everything else is irrelevant.

enaske
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Re: Basic UE4 Win64 Base Table

Post by enaske »

Thanks to @Messy666

Enabling the CheatManager, made it possible to load the Debug HUD :)

I just had an outdated CE-Table
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(77.9 KiB) Downloaded 423 times

LittleLight
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Re: Basic UE4 Win64 Base Table

Post by LittleLight »

Can't construct the Console/CheatManager for that new Superfuse game, currently in Playtest until the release on Jan 31.



Game's Engine is UE5.

Lua Engine Code when I try to run the Find UObject::ProcessEvent & StaticConstructObject_Internal script:

Code: Select all

258:7FF622DCF270:UObject::ProcessEvent 
push rbp 
push rsi 
push rdi 
push r12 
push r13 
push r14 
push r15 
sub rsp,000000F0 
lea rbp,[rsp+30] 
mov [rbp+00000118],rbx 
mov rax,[7FF6276887F8] 
UObject::ProcessEvent: 7FF622DCF270 
27AFC59F020:PlayerController /Script/Engine.Default__PlayerController 
7FF624F78C70 
APlayerController::AddCheats: 7FF62197B3F0 
When I right click the script it says:
< <Lua error the script at line 1:[string "local syntaxcheck,memrec=... ...']:67: StaticConstructObject not found!> >

Autem
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Re: Basic UE4 Win64 Base Table

Post by Autem »

Hello! This is one of the most amazing things I have ever found for CE and I want to thank you for making it available!

I have had some good luck with this on the game: Friday The 13th.

But, I can't get "construct console" or the cheat manager options to work. Typically they either do nothing, or crash the game instantly.

Any way to get those options working for Friday the 13th?

Thanks :)

Vainkoo
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Re: Basic UE4 Win64 Base Table

Post by Vainkoo »

Seem to be having problems with running the main script on hogwarts legacy, sometimes it works sometimes it doesn't seems completely random. The error is usually a arithmetic on nil value pointerss (2 s) line 1441 iirc. I noticed sunbeam used it on epic games version so could be a steam thing.

Sw0rds
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Re: Basic UE4 Win64 Base Table

Post by Sw0rds »

Any chance anyone can share a UE5 cheat table with features such as Cake-san's UE4 Dumper cheat table?

Features:
- Create structure dissect from UE5 class object
- Basic UE5 Object Dumper
- Example scripts & pointers

I know not only I but the community as a whole would great appreciate it! :)

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Rhark
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Re: Basic UE4 Win64 Base Table

Post by Rhark »

Sw0rds wrote:
Tue May 09, 2023 9:26 am
Any chance anyone can share a UE5 cheat table with features such as Cake-san's UE4 Dumper cheat table?

Features:
- Create structure dissect from UE5 class object
- Basic UE5 Object Dumper
- Example scripts & pointers

I know not only I but the community as a whole would great appreciate it! :)
This already works for UE5 as I've used it myself.

enaske
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Re: Basic UE4 Win64 Base Table

Post by enaske »

Is there a way to add my own AOB Pattern for FStrings ?

Paul44
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Re: Basic UE4 Win64 Base Table

Post by Paul44 »

@Cake-san: just a suggestion: i'm currently looking into 'Remember Me' (UE3). many of the game_details (such as the combat details) have their nameIDs mentioned, but (obviously) are not shown within the struct.

In that regard, I made my own routine to collect that info.
=> see example: [ [Link] ]

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Send
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Re: Basic UE4 Win64 Base Table

Post by Send »

How do I get the AOBs? Trying to learn UE training and Cake's table(s) hasn't populated ViewPort, LocalPlayer, etc.. for the last 6 games I've tried.

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Re: Basic UE4 Win64 Base Table

Post by Paul44 »

^ which Aobs are you refering_to/talking_about ? also note that: a. some UE3 titles will not be picked up b. most UE4 will/should c. most UE5 should (read last 5 pgs for some details)

=> I suggest you report some of your titles; someone might already have done some work on it...

ps: to make good/basic use of the tool:
a. run the main script ofc (this can take some time: 1~5 mins)
b. if things go as expected, it'll enable and 'Get GEngine' will be ticked
c. enable 'Enable UE Structure Lookup'
d. my default test/verification: create 'gengine' struct to find references to 'LocalPlayers' & 'Viewports' for example...
Note: from my experience, the example scripts will not work in many cases (but it'll give you the "breadcrumbs" to look out for)

ps2: it took me a couple hours/days to get "the hang" of it in using this tool; but it is well worth the investment ! Important thing to take away: once it has shown you class/property/method names, it means your title is supported. Iow if the tool - at some point - starts to behave "bizar", just quit and relaunch safely (as no opcode is injected, as far as I know)...

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Re: Basic UE4 Win64 Base Table

Post by sselraefyruf »

I tried to change line 117 for UE 5.01 game

Code: Select all

return tonumber(info.major..info.minor..'.'..info.release)
but it didnt work it still same and it says

Code: Select all

error: stringoffset/ByteProperty not found 
Game is Starsiege: Deadzone

GITLiero
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Re: Basic UE4 Win64 Base Table

Post by GITLiero »

on UE 5 game I got GEngine but didn't get the rest (viewport, localplayer etc.)
Any idea or solution for that?

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Csimbi
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Re: Basic UE4 Win64 Base Table

Post by Csimbi »

Hi Guys,
I am trying to use Cake-san's UE Helper v7.3 to reverse some structures in Borderlands GOTY Enhanced (on Steam).
This error pops while trying to dissect the WillowPlayerController in Borderlands GOTY Enhanced:
Image
The result of the error is that all structures are removed.
Is there any way to fix either or both issues?
My kung-fu is not strong enough for that.

Thank you!

The first row is row 1320.
This is row 1349: Offset=p*psize+Offs

Code: Select all

            if (string.find(Typ,'ArrayProperty') or string.find(Typ,'MapProperty')) and MemberData.Property then
              f=Struct.addElement() f.Offset=e.Offset+8-sub f.Name=e.Name..'_size' f.Vartype=vtDword
              f=Struct.addElement() f.Offset=e.Offset+0xC-sub f.Name=e.Name..'_sizes' f.Vartype=vtDword
              for m=e.Offset+0xC-sub+4,Propsize-1,4 do
                if not getElementByOffset(Struct,m) then f=Struct.addElement() f.Offset=m f.Name=string.format('%s+%X',e.Name,m) f.Vartype=vtDword end
              end
              local isMap= string.find(Typ,'MapProperty')
              if string.find(MemberData.Property[1].Type,'StructProperty') and MemberData.Property[1].Property and MemberData.Property[1].Property[1] then
                Name= MemberData.Property[1].Property[1].Name..'[]'
              else Name=MemberData.Property[1].Name..'[]'end
              if not ArrayStruct then ArrayStruct={} end
              if ArrayStruct[Name] then e.setChildStruct(ArrayStruct[Name])
              else
                local stru=createStructure(Name)
                ArrayStruct[Name]=stru
                e.setChildStruct(stru)
                local ppsize=0
                if isMap then
                  for k=1,#MemberData.Property do
                    ppsize=(MemberData.Property[k].Propsize<4 and 4 or MemberData.Property[k].Propsize)+ppsize
                  end
                  ppsize=ppsize+0x8
                  --print(ppsize)
                end
                for k=1,#MemberData.Property do
                  local psize=isMap and ppsize or MemberData.Property[k].Propsize
                  --print(MemberData.Address)
                  local Offs=isMap and MemberData.Property[k].Offset and MemberData.Property[k].Offset or 0
                  for p=0,10 do
                    Offset=p*psize+Offs
                    Name=string.format('[%u] ',p)
                    Typ=MemberData.Property[k].Type
                    if string.find(MemberData.Property[k].Type,'StructProperty') then
                      UECreateStruct(LocalStruct,ArrayStruct,MemberData.Property[k].Property[1],stru,Instance,Offset,Name)
                    else
                      f=stru.addElement()
                      f.Offset=Offset
                      f.Name=Name..MemberData.Property[k].Name
                      if not ue4type[Typ] then f.Vartype=vtDword
                      else f.Vartype=ue4type[Typ]end
                    end
                  end
                end
                fillstruct4bytes(stru)
              end
            end

Paul44
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Re: Basic UE4 Win64 Base Table

Post by Paul44 »

^^ @GITLiero: read the last 5 pages or so for possible solution. also: if you get GEngine, then verify (~ create structure) if it IS actually the correct one. On one occassion, I got a GEngine base, but this was "incorrect". I had to do some additional research to get the correct one; using his (partial) AOBs...

^ @Csimbi: you'll need to figure out what the purpose of 'psize' is, and where it gets populated.
(good luck with that one :ph34r: )

anywho: which UE engine are we talking about ? if UE4, you also might want to try out earlier tables. If i'm not mistaken, I did get one game working with an earlier v5.5...

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