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Re: Basic UE4 Win64 Base Table

Posted: Sat Jan 08, 2022 7:57 am
by Y.A.K.E
nice Tool.


'Construct Console' does not work.


attempt to get lenght of a nil value (local 'result2')

Re: Basic UE4 Win64 Base Table

Posted: Sat Jan 22, 2022 9:03 am
by mage200
good morning guys i have a question i want to replace a skeleton and voice in game
the voices i know how ue4 working but i dont know how that script work for those cases
the game is sword art online fatal bullet i want to change the voice
UCR000_F00_CV.acb to UCR039_CV.acb

Re: Basic UE4 Win64 Base Table

Posted: Thu Apr 28, 2022 10:04 pm
by Ezekbrz
Do you have any plans on updating this to add support to Unreal Engine 4.27? Btw, thanks for the dumper, it helped a lot!

Re: Basic UE4 Win64 Base Table

Posted: Mon May 02, 2022 5:38 pm
by jjc1228
Is the dumper compatible with CE kernel routines? The game im using it on now has an ac, The tool worked perfectly with veh debugger and kernel routines off.

Re: Basic UE4 Win64 Base Table

Posted: Sun May 15, 2022 9:31 pm
by SunBeam
Ezekbrz wrote:
Thu Apr 28, 2022 10:04 pm
Do you have any plans on updating this to add support to Unreal Engine 4.27? Btw, thanks for the dumper, it helped a lot!
Let it be known that what I am writing now is not directed to the OP (even though I quoted his post). Stating it up-front, so I don't see another dispute fired up over nothing. It is directed at another place whose users I know read this forum and report back with screenshots, so then they just dwell in opinions and assumptions or whatnot. Well.. here's another post to take a screenie of ;)

There are a lot of "table makers" out there who rely entirely on the work of Cake-san whenever it comes to some Unreal Engine 4 game. Then they advertise their "work" in such a manner that you'd think they actually have the knowledge to have written up the framework Cake-san did. Enter OCD, a place where these new table makers whose names I never heard of popped up like mushrooms after a rainy day. In a way I'm glad the table isn't compatible 100% with everything, cuz it's about damn time these people who gloat and get praises for literally using Cake-san's work started to actually learn and fix shit on their own.

Re: Basic UE4 Win64 Base Table

Posted: Mon Jun 06, 2022 2:21 pm
by Cake-san
Cake-san wrote:
Sun Nov 29, 2020 1:42 pm
Update 7
- small fix for main script & construct console
Ezekbrz wrote:
Thu Apr 28, 2022 10:04 pm
Do you have any plans on updating this to add support to Unreal Engine 4.27? Btw, thanks for the dumper, it helped a lot!
the table already support it, just need to unstuck it because it's auto & for some reason getting stuck in infinite loop because wrong GName/GUObject address... need to manually register GUObject/GNames before activating script.

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unregisterSymbol('FNamePool') registerSymbol('FNamePool','gameAddress',true)
unregisterSymbol('GUObjectArray') registerSymbol('GUObjectArray','gameAddress',true)
///
Cake-san wrote:
Sun Nov 29, 2020 1:42 pm
Update 7.1
- fixed a few more bugs regarding automatic stuff & added support for UE1&UE2
- fixed "UE4 Object scanner (region)" so it will not stuck on a very long loop.
So, if there're any unsupport game that's not encrpted just let me know the name.

Re: Basic UE4 Win64 Base Table

Posted: Wed Jun 08, 2022 5:29 pm
by Paul44
^ fyi: Splinter Cell: Blacklist v1.03 (UE2.x): returns 'FNamePool' not found.
I've added 2 UE scripts to my table related to GNames & GObjects: [ viewtopic.php?t=18761 ]; might save you some time :mrgreen: (and that's as far as my UE knowledge goes, folks 8-))

And thx again for this marvelous tool, and maintaining it !

btw: is that table in your OP still valid ?

Re: Basic UE4 Win64 Base Table

Posted: Wed Jun 08, 2022 9:08 pm
by Rhark
Cake-san wrote:
Mon Jun 06, 2022 2:21 pm
Cake-san wrote:
Sun Nov 29, 2020 1:42 pm
Update 7.1
- fixed a few more bugs regarding automatic stuff & added support for UE1&UE2
- fixed "UE4 Object scanner (region)" so it will not stuck on a very long loop.
So, if there're any unsupport game that's not encrpted just let me know the name.
I'm having an issue with the older Batman games (namely Batman: Arkham City, Batman: Arkham Origins, and Batman: Arkham Knight - all UE3).

With Arkham City I get a "psize" error & with Arkham Origins it tries to use the "UE4 Object Scanner" in a continuous loop. I left it for hours and nothing happened. Finally, with Arkham Knight it uses the correct Tools and still provides the error 'GUObjectArray' not found.

Using v7.1 and just running the "Unreal Engine" script.

Re: Basic UE4 Win64 Base Table

Posted: Sat Jun 11, 2022 6:11 am
by SunBeam
WB games are known to use custom versions of UE3. The structs have different sizes and order of the members. Check out the Unreal Explorer issues (a tool made by Elliot Vu which is capable of deserializing .u or .upk files).

Re: Basic UE4 Win64 Base Table

Posted: Sun Jun 12, 2022 4:31 am
by Cake-san
Cake-san wrote:
Sun Nov 29, 2020 1:42 pm
Update 7.2
- revamped object scanner scripts
- fixed a few bugs with main script
Rhark wrote:
Wed Jun 08, 2022 9:08 pm
I'm having an issue with the older Batman games (namely Batman: Arkham City, Batman: Arkham Origins, and Batman: Arkham Knight - all UE3).
Tested Update 7.2 table on the games. Which now works on my side, don't know if it will break on different version of games. :ph34r:

Re: Basic UE4 Win64 Base Table

Posted: Thu Jun 16, 2022 1:26 pm
by SilentRunner
Amazing little tool. Rhark showed me how to use this on Trepang2 and I was blown away loading up the Structure view and seeing everything labelled, makes finding the little annoying things much less mind numbing. Great work!

Re: Basic UE4 Win64 Base Table

Posted: Sat Jun 18, 2022 8:57 pm
by Rhark
An issue I've encountered with the latest few updates.

After running the main script and it doing its thing it can sometimes stop certain CE features from working.

An example is making my other scripts not work because of things like this:


I'm using $process in my script and I am attached to the game as per usual.

Another example is if I had

Code: Select all

jne @f
for example in my script, after enabling the Unreal Engine main script it would cause this to not be recognised.

Hope this helps you pinpoint this issue :)

Re: Basic UE4 Win64 Base Table

Posted: Mon Jun 20, 2022 2:33 pm
by Cake-san
Cake-san wrote:
Sun Nov 29, 2020 1:42 pm
Update 7.3
- small fix for main script
Rhark wrote:
Sat Jun 18, 2022 8:57 pm
...
Welp , never had that issue because I'm still stuck on using CE 7.2 , so, I can't do much.

Re: Basic UE4 Win64 Base Table

Posted: Tue Jun 21, 2022 8:41 pm
by Rhark
Cake-san wrote:
Mon Jun 20, 2022 2:33 pm
...
Welp , never had that issue because I'm still stuck on using CE 7.2 , so, I can't do much.
Ah okay, I'll try to use CE 7.2 and see if I still encounter these issues again.

I found a game in which gives me this error:

Code: Select all

error: stringoffset/ByteProperty not found 
Game is called "The Butcher".

Re: Basic UE4 Win64 Base Table

Posted: Wed Jun 22, 2022 1:54 am
by Cake-san
Rhark wrote:
Tue Jun 21, 2022 8:41 pm
I found a game in which gives me this error:

Code: Select all

error: stringoffset/ByteProperty not found 
Game is called "The Butcher".
UE5...
Welp, for quick fix just replace line 117 in main script with this:

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return tonumber(info.major..info.minor..'.'..info.release)
& save the table :ph34r: