# RE-UE4SS **Repository Path**: lastlooker/RE-UE4SS ## Basic Information - **Project Name**: RE-UE4SS - **Description**: No description available - **Primary Language**: Unknown - **License**: MIT - **Default Branch**: 2.0-imguiUpdate - **Homepage**: None - **GVP Project**: No ## Statistics - **Stars**: 0 - **Forks**: 0 - **Created**: 2024-04-05 - **Last Updated**: 2024-04-05 ## Categories & Tags **Categories**: Uncategorized **Tags**: None ## README # Re-Host of Unreal Engine 4/5 Scripting System ### The original creator no longer wishes to be involved with or connected to this project, or to receive messages related to it. Please respect their wishes, and avoid using their past username(s) in connection with this project. It is being reuploaded as open source with their permission. Support for/updates to this project will now be very limited. ## Targeting UE Versions: From 4.12 To 5.0 The goal of UE4SS is not to be a plug-n-play solution that always works with every game. The goal is to have an underlying system that works for most games. You may need to update AOBs on your own, and there's a guide for that below. ## Links [Full installation guide](https://github.com/UE4SS-RE/RE-UE4SS/wiki/FullInstallationGuide) [Fixing compatibility problems](https://github.com/UE4SS-RE/RE-UE4SS/wiki/FixingBrokenAOBs) [Lua API - Overview](https://github.com/UE4SS-RE/RE-UE4SS/wiki/Lua-API) [Generating UHT compatible headers](https://github.com/UE4SS-RE/RE-UE4SS/wiki/Generating-UHT-compatible-headers) [Custom Game Configs](https://github.com/UE4SS-RE/RE-UE4SS/wiki/CustomGameConfigs) ## Build requirements - A computer running Windows. - Linux support might happen at some point but not soon. - A version of MSVC that supports C++20, including std::format. - Visual Studio 2019 (recent versions), and Visual Studio 2022 will work. - More compilers will hopefully be supported in the future. ## Build instructions 1. Clone the repo. 2. Execute this command: `git submodule update --init --recursive` Do not use the `--remote` option because that will force third-party dependencies to update to the latest commit, and that can break things. You will need your github account to be linked to an Epic games account to pull the Unreal pseudo code submodule. 3. There are three different ways you can build UE4SS. 1. Execute this command: `build_auto.bat `, example: `build_auto.bat Release ue4ss` Valid build modes are `Release` and `Debug`, and valid targets are `ue4ss` and `xinput1_3`. Parallel compilation is enabled for this build method. 2. Open the root UE4SS directory in CLion, select `ue4ss` or `xinput1_3` from the target list and hit the build button. Parallel compilation is **NOT** enabled for this build method. 3. Execute `VS_Solution/generate_vs_solution.bat` to generate a Visual Studio solution file. Open the solution with Visual Studio 2019 or Visual Studio 2022, select the build type and build the `ue4ss` project. Parallel compilation is enabled for this build method. ## Updating dependencies If you want to update dependencies, you do so one of three ways: 1. You can execute `remote_update_first_party_submodules.bat` to update all first-party dependencies. 2. You can also choose to update dependencies one by one, by executing `git submodule update --init --recursive vendor//`. Remember to not use the `--remote` option unless you actually want to update to the latest commit. 3. If you would rather pick a specific commit or branch to update a dependency to then `cd` into the submodule directory for that dependency and execute `git checkout `. Note that you should also commit & push the submodules that you've updated if the reason why you updated was not because someone else pushed an update, and you're just catching up to it. ## Credits - **Original Creator** The original creator no longer wishes to be involved in or connected to this project. Please respect their wishes, and avoid using their past usernames in connection with this project. - **Archengius** - UHT compatible header generator - **CasualGamer** - Injector code & aob scanner is heavily based on his work, 90% of that code is his. - **SunBeam** - Extra signature for function 'GetFullName' for UE4.25. - Regex to check for proper signature format when loaded from ini. - Lots and lots of work on signatures - **tomsa** - const char* to vector\ converter - tomsa: Idea & most of the code - Original Creator: Nibblet support - **boop** / **usize** - New UFunction hook method - **Narknon** - Certain features and maintenance/rehosting of the project - **DeadMor0z** - Certain features and Lua updates/maintenance - **OutTheShade** - Unreal Mappings (USMAP) Generator - **DmgVol** - Inspiration for map dumper ## Thanks to everyone who helped with testing - GreenHouse - Otis_Inf - SunBeam - Motoson - hooter - Synopis - Buckminsterfullerene