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GhostyPoolUE4SS
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Add config for Crash Bandicoot 4
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[Overrides]
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; Path to the 'Mods' folder
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; Default: <dll_directory>/Mods
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ModsFolderPath =
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; Additional mods directories to load mods from.
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; Use + prefix to add a directory, - prefix to remove.
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; Can be relative to working directory or absolute paths.
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; Note: If multiple directories contain mods with the same name, the last one found will be loaded.
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; Example:
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; +ModsFolderPaths = ../SharedMods
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; +ModsFolderPaths = C:/MyMods
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; -ModsFolderPaths = ../SharedMods
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; Default: None
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; Path to a specific mods.txt file to use as the controlling mod list.
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; If set, ONLY this mods.txt will be parsed instead of mods.txt from all mod directories.
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; Can be relative to working directory or an absolute path.
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; Example: ControllingModsTxt = ../MyMods/mods.txt
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; Default: Empty (parse mods.txt from all mod directories)
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ControllingModsTxt =
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[General]
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; Whether to reload all mods when the key defined by HotReloadKey is hit.
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; Default: 1
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EnableHotReloadSystem = 0
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; The key that will trigger a reload of all mods.
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; The CTRL key is always required.
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; Valid values (case-insensitive): Anything from Mods/Keybinds/Scripts/main.lua
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; Default: R
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HotReloadKey = R
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; Whether the cache system for AOBs will be used.
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; Default: 1
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UseCache = 1
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; Whether caches will be invalidated if ue4ss.dll has changed
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; Default: 1
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InvalidateCacheIfDLLDiffers = 1
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; The number of seconds the scanner will scan for before giving up
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; Default: 30
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SecondsToScanBeforeGivingUp = 30
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; Whether to create UObject listeners in GUObjectArray to create a fast cache for use instead of iterating GUObjectArray.
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; Setting this to false can help if you're experiencing a crash on startup.
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; Default: true
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bUseUObjectArrayCache = false
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; Whether to perform a single AOB scan as soon as possible after the game starts.
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; Default: 0
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DoEarlyScan = 0
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; When the search query in the Live View tab is a hex number, try to find the UObject that contains that memory address.
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; Default: false
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bEnableSeachByMemoryAddress = false
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[EngineVersionOverride]
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MajorVersion = 4
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MinorVersion = 24
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; True if the game is built as Debug, Development, or Test.
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; Default: false
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DebugBuild =
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[ObjectDumper]
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; Whether to force all assets to be loaded before dumping objects
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; WARNING: Can require multiple gigabytes of extra memory
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; WARNING: Is not stable & will crash the game if you load past the main menu after dumping
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; Default: 0
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LoadAllAssetsBeforeDumpingObjects = 0
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; Whether to display the offset from the main executable for functions instead of the function pointer
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; Default: 0
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UseModuleOffsets = 0
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[CXXHeaderGenerator]
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; Whether to property offsets and sizes
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; Default: 1
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DumpOffsetsAndSizes = 1
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; Whether memory layouts of classes and structs should be accurate
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; This must be set to 1, if you want to use the generated headers in an actual C++ project
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; When set to 0, padding member variables will not be generated
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; NOTE: A VALUE OF 1 HAS NO PURPOSE YET! MEMORY LAYOUT IS NOT ACCURATE EITHER WAY!
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; Default: 0
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KeepMemoryLayout = 0
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; Whether to force all assets to be loaded before generating headers
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; WARNING: Can require multiple gigabytes of extra memory
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; WARNING: Is not stable & will crash the game if you load past the main menu after dumping
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; Default: 0
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LoadAllAssetsBeforeGeneratingCXXHeaders = 0
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[UHTHeaderGenerator]
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; Whether to skip generating packages that belong to the engine
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; Some games make alterations to the engine and for those games you might want to set this to 0
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; Default: 0
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IgnoreAllCoreEngineModules = 0
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; Whether to skip generating the "Engine" and "CoreUObject" packages
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; Default: 0
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IgnoreEngineAndCoreUObject = 0
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; Whether to force all UFUNCTION macros to have "BlueprintCallable"
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; Note: This will cause some errors in the generated headers that you will need to manually fix
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; Default: 1
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MakeAllFunctionsBlueprintCallable = 1
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; Whether to force all UPROPERTY macros to have "BlueprintReadWrite"
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; Also forces all UPROPERTY macros to have "meta=(AllowPrivateAccess=true)"
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; Default: 1
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MakeAllPropertyBlueprintsReadWrite = 1
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; Whether to force UENUM macros on enums to have 'BlueprintType' if the underlying type was implicit or uint8
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; Note: This also forces the underlying type to be uint8 where the type would otherwise be implicit
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; Default: 1
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MakeEnumClassesBlueprintType = 1
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; Whether to force "Config = Engine" on all UCLASS macros that use either one of:
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; "DefaultConfig", "GlobalUserConfig" or "ProjectUserConfig"
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; Default: 1
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MakeAllConfigsEngineConfig = 1
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[Debug]
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; Whether to enable the external UE4SS debug console.
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ConsoleEnabled = 0
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GuiConsoleEnabled = 0
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GuiConsoleVisible = 0
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; Multiplier for Font Size within the Debug Gui
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; Default: 1
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GuiConsoleFontScaling = 1
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; The API that will be used to render the GUI debug window.
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; Valid values (case-insensitive): dx11, d3d11, opengl
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; Default: opengl
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GraphicsAPI = opengl
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; The method with which the GUI will be rendered.
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; Valid values (case-insensitive):
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; ExternalThread: A separate thread will be used.
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; EngineTick: The UEngine::Tick function will be used.
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; GameViewportClientTick: The UGameViewportClient::Tick function will be used.
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; Default: ExternalThread
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RenderMode = ExternalThread
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[Threads]
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; The number of threads that the sig scanner will use (not real cpu threads, can be over your physical & hyperthreading max)
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; If the game is modular then multi-threading will always be off regardless of the settings in this file
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; Min: 1
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; Max: 4294967295
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; Default: 8
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SigScannerNumThreads = 8
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; The minimum size that a module has to be in order for multi-threading to be enabled
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; This should be large enough so that the cost of creating threads won't out-weigh the speed gained from scanning in multiple threads
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; Min: 0
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; Max: 4294967295
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; Default: 16777216
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SigScannerMultithreadingModuleSizeThreshold = 16777216
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[Memory]
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; The maximum memory usage (in percentage, see Task Manager %) allowed before asset loading (when LoadAllAssetsBefore* is 1) cannot happen.
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; Once this percentage is reached, the asset loader will stop loading and whatever operation was in progress (object dump, or cxx generator) will continue.
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; Default: 85
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MaxMemoryUsageDuringAssetLoading = 80
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[Hooks]
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HookProcessInternal = 1
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HookProcessLocalScriptFunction = 1
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HookInitGameState = 1
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HookLoadMap = 1
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HookCallFunctionByNameWithArguments = 1
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HookBeginPlay = 1
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HookEndPlay = 1
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HookLocalPlayerExec = 1
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HookAActorTick = 1
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HookEngineTick = 1
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HookGameViewportClientTick = 1
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HookUObjectProcessEvent = 1
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HookProcessConsoleExec = 1
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HookUStructLink = 1
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FExecVTableOffsetInLocalPlayer = 0x28
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[CrashDump]
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EnableDumping = 1
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FullMemoryDump = 0
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[ExperimentalFeatures]

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