|
| 1 | +[Overrides] |
| 2 | +; Path to the 'Mods' folder |
| 3 | +; Default: <dll_directory>/Mods |
| 4 | +ModsFolderPath = |
| 5 | + |
| 6 | +; Additional mods directories to load mods from. |
| 7 | +; Use + prefix to add a directory, - prefix to remove. |
| 8 | +; Can be relative to working directory or absolute paths. |
| 9 | +; Note: If multiple directories contain mods with the same name, the last one found will be loaded. |
| 10 | +; Example: |
| 11 | +; +ModsFolderPaths = ../SharedMods |
| 12 | +; +ModsFolderPaths = C:/MyMods |
| 13 | +; -ModsFolderPaths = ../SharedMods |
| 14 | +; Default: None |
| 15 | + |
| 16 | +[General] |
| 17 | +; Whether to reload all mods when the key defined by HotReloadKey is hit. |
| 18 | +; Default: 1 |
| 19 | +EnableHotReloadSystem = 0 |
| 20 | + |
| 21 | +; The key that will trigger a reload of all mods. |
| 22 | +; The CTRL key is always required. |
| 23 | +; Valid values (case-insensitive): Anything from Mods/Keybinds/Scripts/main.lua |
| 24 | +; Default: R |
| 25 | +HotReloadKey = R |
| 26 | + |
| 27 | +; Whether the cache system for AOBs will be used. |
| 28 | +; Default: 1 |
| 29 | +UseCache = 0 |
| 30 | + |
| 31 | +; Whether caches will be invalidated if ue4ss.dll has changed |
| 32 | +; Default: 1 |
| 33 | +InvalidateCacheIfDLLDiffers = 1 |
| 34 | + |
| 35 | +; The number of seconds the scanner will scan for before giving up |
| 36 | +; Default: 30 |
| 37 | +SecondsToScanBeforeGivingUp = 30 |
| 38 | + |
| 39 | +; Whether to create UObject listeners in GUObjectArray to create a fast cache for use instead of iterating GUObjectArray. |
| 40 | +; Setting this to false can help if you're experiencing a crash on startup. |
| 41 | +; Default: true |
| 42 | +bUseUObjectArrayCache = false |
| 43 | + |
| 44 | +; Whether to perform a single AOB scan as soon as possible after the game starts. |
| 45 | +; Default: 0 |
| 46 | +DoEarlyScan = 0 |
| 47 | + |
| 48 | +; When the search query in the Live View tab is a hex number, try to find the UObject that contains that memory address. |
| 49 | +; Default: false |
| 50 | +bEnableSeachByMemoryAddress = false |
| 51 | + |
| 52 | +[EngineVersionOverride] |
| 53 | +MajorVersion = 5 |
| 54 | +MinorVersion = 4 |
| 55 | +; True if the game is built as Debug, Development, or Test. |
| 56 | +; Default: false |
| 57 | +DebugBuild = |
| 58 | + |
| 59 | +[ObjectDumper] |
| 60 | +; Whether to force all assets to be loaded before dumping objects |
| 61 | +; WARNING: Can require multiple gigabytes of extra memory |
| 62 | +; WARNING: Is not stable & will crash the game if you load past the main menu after dumping |
| 63 | +; Default: 0 |
| 64 | +LoadAllAssetsBeforeDumpingObjects = 0 |
| 65 | + |
| 66 | +; Whether to display the offset from the main executable for functions instead of the function pointer |
| 67 | +; Default: 0 |
| 68 | +UseModuleOffsets = 0 |
| 69 | + |
| 70 | +[CXXHeaderGenerator] |
| 71 | +; Whether to property offsets and sizes |
| 72 | +; Default: 1 |
| 73 | +DumpOffsetsAndSizes = 1 |
| 74 | + |
| 75 | +; Whether memory layouts of classes and structs should be accurate |
| 76 | +; This must be set to 1, if you want to use the generated headers in an actual C++ project |
| 77 | +; When set to 0, padding member variables will not be generated |
| 78 | +; NOTE: A VALUE OF 1 HAS NO PURPOSE YET! MEMORY LAYOUT IS NOT ACCURATE EITHER WAY! |
| 79 | +; Default: 0 |
| 80 | +KeepMemoryLayout = 0 |
| 81 | + |
| 82 | +; Whether to force all assets to be loaded before generating headers |
| 83 | +; WARNING: Can require multiple gigabytes of extra memory |
| 84 | +; WARNING: Is not stable & will crash the game if you load past the main menu after dumping |
| 85 | +; Default: 0 |
| 86 | +LoadAllAssetsBeforeGeneratingCXXHeaders = 0 |
| 87 | + |
| 88 | +[UHTHeaderGenerator] |
| 89 | +; Whether to skip generating packages that belong to the engine |
| 90 | +; Some games make alterations to the engine and for those games you might want to set this to 0 |
| 91 | +; Default: 0 |
| 92 | +IgnoreAllCoreEngineModules = 0 |
| 93 | + |
| 94 | +; Whether to skip generating the "Engine" and "CoreUObject" packages |
| 95 | +; Default: 0 |
| 96 | +IgnoreEngineAndCoreUObject = 0 |
| 97 | + |
| 98 | +; Whether to force all UFUNCTION macros to have "BlueprintCallable" |
| 99 | +; Note: This will cause some errors in the generated headers that you will need to manually fix |
| 100 | +; Default: 1 |
| 101 | +MakeAllFunctionsBlueprintCallable = 1 |
| 102 | + |
| 103 | +; Whether to force all UPROPERTY macros to have "BlueprintReadWrite" |
| 104 | +; Also forces all UPROPERTY macros to have "meta=(AllowPrivateAccess=true)" |
| 105 | +; Default: 1 |
| 106 | +MakeAllPropertyBlueprintsReadWrite = 1 |
| 107 | + |
| 108 | +; Whether to force UENUM macros on enums to have 'BlueprintType' if the underlying type was implicit or uint8 |
| 109 | +; Note: This also forces the underlying type to be uint8 where the type would otherwise be implicit |
| 110 | +; Default: 1 |
| 111 | +MakeEnumClassesBlueprintType = 1 |
| 112 | + |
| 113 | +; Whether to force "Config = Engine" on all UCLASS macros that use either one of: |
| 114 | +; "DefaultConfig", "GlobalUserConfig" or "ProjectUserConfig" |
| 115 | +; Default: 1 |
| 116 | +MakeAllConfigsEngineConfig = 1 |
| 117 | + |
| 118 | +[Debug] |
| 119 | +; Whether to enable the external UE4SS debug console. |
| 120 | +ConsoleEnabled = 0 |
| 121 | +GuiConsoleEnabled = 0 |
| 122 | +GuiConsoleVisible = 0 |
| 123 | + |
| 124 | +; Multiplier for Font Size within the Debug Gui |
| 125 | +; Default: 1 |
| 126 | +GuiConsoleFontScaling = 1 |
| 127 | + |
| 128 | +; The API that will be used to render the GUI debug window. |
| 129 | +; Valid values (case-insensitive): dx11, d3d11, opengl |
| 130 | +; Default: opengl |
| 131 | +GraphicsAPI = opengl |
| 132 | + |
| 133 | +; The method with which the GUI will be rendered. |
| 134 | +; Valid values (case-insensitive): |
| 135 | +; ExternalThread: A separate thread will be used. |
| 136 | +; EngineTick: The UEngine::Tick function will be used. |
| 137 | +; GameViewportClientTick: The UGameViewportClient::Tick function will be used. |
| 138 | +; Default: ExternalThread |
| 139 | +RenderMode = ExternalThread |
| 140 | + |
| 141 | +[Threads] |
| 142 | +; The number of threads that the sig scanner will use (not real cpu threads, can be over your physical & hyperthreading max) |
| 143 | +; If the game is modular then multi-threading will always be off regardless of the settings in this file |
| 144 | +; Min: 1 |
| 145 | +; Max: 4294967295 |
| 146 | +; Default: 8 |
| 147 | +SigScannerNumThreads = 8 |
| 148 | + |
| 149 | +; The minimum size that a module has to be in order for multi-threading to be enabled |
| 150 | +; This should be large enough so that the cost of creating threads won't out-weigh the speed gained from scanning in multiple threads |
| 151 | +; Min: 0 |
| 152 | +; Max: 4294967295 |
| 153 | +; Default: 16777216 |
| 154 | +SigScannerMultithreadingModuleSizeThreshold = 16777216 |
| 155 | + |
| 156 | +[Memory] |
| 157 | +; The maximum memory usage (in percentage, see Task Manager %) allowed before asset loading (when LoadAllAssetsBefore* is 1) cannot happen. |
| 158 | +; Once this percentage is reached, the asset loader will stop loading and whatever operation was in progress (object dump, or cxx generator) will continue. |
| 159 | +; Default: 85 |
| 160 | +MaxMemoryUsageDuringAssetLoading = 80 |
| 161 | + |
| 162 | +[Hooks] |
| 163 | +HookProcessInternal = 1 |
| 164 | +HookProcessLocalScriptFunction = 1 |
| 165 | +HookInitGameState = 1 |
| 166 | +HookLoadMap = 1 |
| 167 | +HookCallFunctionByNameWithArguments = 1 |
| 168 | +HookBeginPlay = 0 |
| 169 | +HookEndPlay = 0 |
| 170 | +HookLocalPlayerExec = 1 |
| 171 | +HookAActorTick = 0 |
| 172 | +HookEngineTick = 1 |
| 173 | +HookGameViewportClientTick = 1 |
| 174 | +HookUObjectProcessEvent = 1 |
| 175 | +HookProcessConsoleExec = 1 |
| 176 | +HookUStructLink = 1 |
| 177 | +FExecVTableOffsetInLocalPlayer = 0x28 |
| 178 | + |
| 179 | +[CrashDump] |
| 180 | +EnableDumping = 1 |
| 181 | +FullMemoryDump = 0 |
| 182 | + |
| 183 | +[ExperimentalFeatures] |
0 commit comments