Basic UE4 Win64 Base Table

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Zephyrusiac
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Re: Basic UE4 Win64 Base Table

Post by Zephyrusiac »

JohnFK wrote:
Sat Jun 01, 2024 5:51 pm
FNamePool parsed...
error: stringoffset/ByteProperty not found


UE4 game...
Soulmask, right?
Currently trying to figure it out. UE4SS and UUU4 don't work either. I'm wondering if it might be using a modified version of ue4.27.

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Send
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Re: Basic UE4 Win64 Base Table

Post by Send »

Zephyrusiac wrote:
Sat Jun 01, 2024 10:18 pm
JohnFK wrote:
Sat Jun 01, 2024 5:51 pm
FNamePool parsed...
error: stringoffset/ByteProperty not found


UE4 game...
Soulmask, right?
Currently trying to figure it out. UE4SS and UUU4 don't work either. I'm wondering if it might be using a modified version of ue4.27.
It is. They removed/modified a lot as part of their 'anti-cheat'. Game already has anti-debugging (can be bypassed). You could try Dumper 7, but unless you know C#/C++ and use the SDK it generates, in a dll, you'd get nothing but offsets. Wundering Wave's gives the exact same error with Cake's tables.

Edit: PeaceBeUponYou (GH)'s UE Dumper doesn't work as well. FName seems to be encrypted.

Edit 2:
"OFFSET_GNAMES", 0x67E5858
"OFFSET_GOBJECTS", 0x669f970
"OFFSET_GWORLD", 0x67E5858

Zephyrusiac
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Re: Basic UE4 Win64 Base Table

Post by Zephyrusiac »

Send wrote:
Sun Jun 02, 2024 4:14 am
Zephyrusiac wrote:
Sat Jun 01, 2024 10:18 pm
JohnFK wrote:
Sat Jun 01, 2024 5:51 pm
FNamePool parsed...
error: stringoffset/ByteProperty not found


UE4 game...
Soulmask, right?
Currently trying to figure it out. UE4SS and UUU4 don't work either. I'm wondering if it might be using a modified version of ue4.27.
It is. They removed/modified a lot as part of their 'anti-cheat'. Game already has anti-debugging (can be bypassed). You could try Dumper 7, but unless you know C#/C++ and use the SDK it generates, in a dll, you'd get nothing but offsets. Wundering Wave's gives the exact same error with Cake's tables.

Edit: PeaceBeUponYou (GH)'s UE Dumper doesn't work as well. FName seems to be encrypted.
Yeah already went as far as using that exact dump for its ida mappings and then seeing what I could find in ida with ue4ss injected. patternsleuth had issues with GUObjectArray, engineversion, GMalloc and a bunch more, probably everything even slightly relevant, I think a lot of it is encrypted. Gave up after that.

EDIT Cool, but are they even parseable? I know dumper-7 dumped the objectstore correctly.

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Re: Basic UE4 Win64 Base Table

Post by Send »

Zephyrusiac wrote:
Sun Jun 02, 2024 5:07 am
Yeah, it's encrypted.

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Re: Basic UE4 Win64 Base Table

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-------------------------------
Last edited by Send on Fri Jun 07, 2024 11:53 pm, edited 2 times in total.

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Metanoia
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Re: Basic UE4 Win64 Base Table

Post by Metanoia »

Send wrote:
Thu Jun 06, 2024 2:52 am
Does anyone mind walking me through the steps of modifying the table to work for UE5?
It's not that simple. You would need to find new AOBs for fnamepool, gobjects, etc... and then the offsets for everything like fnameindex so you can get the names from the fnamepool.

It would take a while to explain something like this.

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Re: Basic UE4 Win64 Base Table

Post by SunBeam »

Metanoia wrote:
Thu Jun 06, 2024 5:49 am
Send wrote:
Thu Jun 06, 2024 2:52 am
Does anyone mind walking me through the steps of modifying the table to work for UE5?
It's not that simple. You would need to find new AOBs for fnamepool, gobjects, etc... and then the offsets for everything like fnameindex so you can get the names from the fnamepool.

It would take a while to explain something like this.
The problem with people asking for this is they never make an account with Epic's github to download the Engine, compile it and study it. No.. what's that? Gimme food on spoon. Kinda lame that this generation has lost the will to even try simple things and share their experiences. All they care for is fun, being cool with others' work and knowledge and making $ off others' backs.

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Re: Basic UE4 Win64 Base Table

Post by Paul44 »

I've started looking at 'Remnant II' last week (UE5 title), and initially did not get this workng very well. Luckily, #Csimbi (and #DarkByte) came to the rescue: [ viewtopic.php?p=316349#p316349 ].
It still "wasn't" perfect initially, but after some experimenting it does come true... if I would follow these steps:

1. start game till 'Main menu' !
2. attach 'hotfix' table
3. enable 'Unreal Engine'... (will definitely take its time - 3~5mins)
4. then verify:
a. log: "A Total of xxx objects has been found"
b. debug_section: 3 main addresses should have been found/initiated

4. do NOT start using table yet... !
5. load save/player, till ingame...

6. dis/re-enable 'Unreal Engine' again ! (as usual, will take its time)
7. verify both log & debug
8. if everything ok, you can now proceed as normal

tip: disable in lua console 'View ~ Show on print'

=> just to be clear:
> this happens to work fine on my end for this particular game. Your game/pcconfig might decide otherwise... :ph34r:
> did this 3-4 times now, with reboots
> if i followed the normal route, it would work 1/10 (or something)
> if you do get (script) errors (showing in log), you'll need to reboot pc ! (quiting/relaunching ce/game simply will not do)

-EDIT-
I tackled Riven Remake this week (UE5.3), and the tool will not properly collect the info (not that I wanted it for this specific game though). Just confirming the obvious...
Last edited by Paul44 on Thu Jul 18, 2024 5:59 pm, edited 2 times in total.

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Re: Basic UE4 Win64 Base Table

Post by Csimbi »

Yeah, it's dodgy at best.
I was thinking about rewriting the code and updating it, but my LUA-fu is too weak.
I think the community should come together and work on it together.

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