Niedzielan wrote: ↑Sat May 31, 2025 5:53 pm
Nickd91 wrote: ↑Sat May 31, 2025 3:27 pm
Niedzielan wrote: ↑Sat May 31, 2025 2:25 pm
I've just updated the table, now I'm using a different and hopefully better way of getting the internal name, by adding a custom type. That way, you can edit it just like you would any other value, no need to use extra scripts, and the internal name + ID will update immediately.
This does require CE 7.5+.
Unfortunately, due to an oversight in CE itself, string based custom types can be defined via "Define new custom type (LUA)" but not in a script, so I can't automatically add the type and people will have to follow a (short) guide, which I have updated my original post to include:
viewtopic.php?p=407765#p407765
So I added the fname type, but it still always tells me Err: FNameStringAlgo required. Is it because I need to run the getNameStuff script? Because that crashes CE when I try to run it. I'm guessing the problem is with FNamePool being undefined. Which is what getNameStuff is supposed to find?
Yes, getNameStuff is needed to populate the FName type. It does a lot more than just find FNamePool, though that's one of the more important bits.
Crashing CE is... interesting. What version are you using? How far does the lua get before the crash (if any lua runs at all)?
You can hardcode FNamePool using the "Manually set offset"- which has a dropdown for 1.2.1, then when running getNameStuff it should fill in FNamePool (i.e. for 1.2.1 the offset is BFD3340 and FNamePool will end up being NFL1-Win64-Shipping.exe+BFD3340 )
Does
Debug / Backup -> Cake-san's UE Helper table, v7.3 hotfixed -> Unreal Engine
also crash? (if it doesn't crash, it's probably my fault somewhere)
If you run the getNameStuff from fli_009.CT does that crash? It's a lot more cut down version than the current one, but I
think it has all the right stuff for FName conversion. If that one works I'll include it in the current table under Debug.
I'm sorry there have been so many problems getting this to work

It's a bit frustrating when I don't experience these issues myself (not that I blame those who do - I'm well aware of how finnicky software can be) so I can only try to guess what's wrong.
There's no need to apologize. You're doing a lot of work, on your own it seems. So thank you for that.
I tried the new CT, and I still seem to be getting the same issue. I added the Custom LUA first, then checked "getHoveredItem_with_FName", and then "getNameStuff." I then got
"GUObjectArray not found, running scanner...
FNamePool not found, running scanner... "
After a while, nothing happened. It just kept listing a string of numbers and letters. Then it said:
Using hardcoded FNamePool offset
GUObjectArray not found, running scanner...
54.4
Finding /Script/CoreUObject...
FNamePool parsed...
505"
Somewhere in there I picked "manually set offset". Even though it says FNamePool parsed, when I hover over any items, it's not giving names for them.
At the moment, it's saying this (I think it may be done scanning):
"GUObjectArray = 7FF6E309A0F0
FNamePool parsed...
1D0BF820
18
18
done
AOBScan done : 963.497"
None of this really makes any sense to me honestly, so I am including anything that seems like it may be worth mentioning.