Basic UE4 Win64 Base Table

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gideon25
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Re: Basic UE4 Win64 Base Table

Post by gideon25 »

Eric wrote:
Wed Jun 16, 2021 7:11 am
gideon25 wrote:
Tue Jun 15, 2021 9:47 pm
I mean if ANYTHING I would LOVE to see Cheat Engine incorporate this stuff into its code. IT already has mono/unity why not Unreal too?
I'd love to, but this script makes use of specific AOB's and assumptions of values at specific distances from those AOB's. That means it's not something I can maintain/update if a change is needed (Mono has nice exports and functionnames)

I can of course link to it. (Or make some kind of extension database inside ce like ceshare and then have cake-san maintain the entry in there)
Sure anything would help. Just due to Unreal games being such a pain PLUS with the structure dissecting it acts like mono functions so we can find stuff that we would likely never be able to find otherwise :)

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SunBeam
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Re: Basic UE4 Win64 Base Table

Post by SunBeam »

^ I think you started your journey wrong. Learn UE4 framework first, then use this table. Not the other way around. Then they won't be "such a pain".

Paul44
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Re: Basic UE4 Win64 Base Table

Post by Paul44 »

^ Fair enough. any links/suggestions on where to start? Although: do not expect me (us) to learn UE game development just to understand these structs... (that would be overkill, me think)

gideon25
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Re: Basic UE4 Win64 Base Table

Post by gideon25 »

SunBeam wrote:
Mon Jun 21, 2021 2:21 pm
^ I think you started your journey wrong. Learn UE4 framework first, then use this table. Not the other way around. Then they won't be "such a pain".
Btw, using the table so much and just being able to visually see and work with the structures and how they relate to one another, Dumping Ojects and looking at the addresses, etc. BEING ABLE TO SEE THEM represented in Cheat engines Structure viewer vs the labyrinthine Object dumps only has actually improved my understanding of UE4 significantly. Not enough for what I like to do but its helped a LOT!

There were several things that just weren't "clicking" for me when I read the various tutorials and such and now some things actually are clicking for me and I can understand them. So..for me this table has been "transformative" :P

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Cake-san
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Re: Basic UE4 Win64 Base Table

Post by Cake-san »

Cake-san wrote:
Sun Nov 29, 2020 1:42 pm
Update 5.5
- Fixed MapProperty dissect structure's children .
- Added UE4 Construct Console example script
- Added DataTable dissect structure's data.
- Added UE4 & UE3 GObject Scanner & Auto config, so it should cover not all but most UE4 & UE3 games - either hit or miss...
- So if main Unreal Engine script doesn't work , try runnning FNamePool scanner -> UE4/UE3 Object Scanner -> UE4/UE3 Auto Config -> rerun main Unreal Engine script

gideon25
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Re: Basic UE4 Win64 Base Table

Post by gideon25 »

Cake-san wrote:
Fri Aug 20, 2021 4:05 pm
Cake-san wrote:
Sun Nov 29, 2020 1:42 pm
Update 5.5
- Fixed MapProperty dissect structure's children .
- Added UE4 Construct Console example script
- Added DataTable dissect structure's data.
- Added UE4 & UE3 GObject Scanner & Auto config, so it should cover not all but most UE4 & UE3 games - either hit or miss...
- So if main Unreal Engine script doesn't work , try runnning FNamePool scanner -> UE4/UE3 Object Scanner -> UE4/UE3 Auto Config -> rerun main Unreal Engine script
BTW, I have been using your table to make EXTENSIVE and MASSIVELY awesome tables that I post here so thanks again for all your hard work!!

So For Mass Effect 2 Legendary Edition I ran each of the 3 FnamePool Scripts:

------------------
done ///FNamePool scanner
------------------
done ///FNamePool scanner V2
------------------
7FF7C700451A ///FNamePool scanner V3
0~7FFFFFFFFFFF
done

Ok, After that (and I tried with each FnamePool Scanner separately/individually and tried each Object scanner as well), I get with:
UE3 Object scanner & UE3 Object scanner V2 I get:
Image

Image

Attempting UE3 Auto config after that gives me:

Image

Thanks!

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Cake-san
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Re: Basic UE4 Win64 Base Table

Post by Cake-san »

Cake-san wrote:
Sun Nov 29, 2020 1:42 pm
Update 6
- Added support for "custom namepool" for StateOfDecay2 & MassEffect Trilogy.
Update 6.6
- Rewrite core stuff & dumping object should be a bit faster...

jeck00119
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Re: Basic UE4 Win64 Base Table

Post by jeck00119 »

Thank you for this incredible table!
Keep it up my friend!

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Re: Basic UE4 Win64 Base Table

Post by AlvinC »

@Cake-san

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Re: Basic UE4 Win64 Base Table

Post by bloodfayte »

@Cake-san thank you so much for your hard work in creating this script.
Last edited by bloodfayte on Thu Sep 23, 2021 9:27 pm, edited 1 time in total.

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SunBeam
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Re: Basic UE4 Win64 Base Table

Post by SunBeam »

..but of course there will be some youtube videos teaching the world how to use it and smooching off likes and rep ;) I'm sure it's all for others' well being, not the video authors' :) To be taken/read with a grain of salt.

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Re: Basic UE4 Win64 Base Table

Post by bloodfayte »

:twisted: :evil: :twisted: :evil: YES :twisted: :evil: :twisted: :evil:

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Re: Basic UE4 Win64 Base Table

Post by SunBeam »

bloodfayte wrote:
Thu Sep 23, 2021 9:45 pm
:twisted: :evil: :twisted: :evil: YES :twisted: :evil: :twisted: :evil:
Took you 2-3 post deletes to get it right :D :D :D Props! :D

bloodfayte
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Re: Basic UE4 Win64 Base Table

Post by bloodfayte »

SunBeam wrote:
Fri Sep 24, 2021 8:07 am

Took you 2-3 post deletes to get it right :D :D :D Props! :D
;) :D

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Re: Basic UE4 Win64 Base Table

Post by bhfff »

I'm slowly taking my time to read the lua code to understand it better. I'm thinking of making some kind of bruteforce algo that will autofill the offsets if nothing is found.

(Testing an UE3 64 bit game.) I'm using the FNamePool scanner to find the address and manually replacing it in the code to allow the script to make progress.

After getting "error: stringoffset/ByteProperty not found" I set the variable "stringoffset" right after the two FNameStringAlgo and manually mapped ByteProperty.

I've also manually mapped UObjectMul, but here I'm unsure if I did it corectly as I used the address of UObject (located 469 bytes after ByteProperty) I'm pretty sure this step is wrongfully done by me, but I haven't seen any other references for UObject after my string scans.

Could you help me understand how UObjectMul could be manually mapped? Thank you for the tool!

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