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README.md

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@@ -29,9 +29,12 @@ If your game is in the custom config list, extract the contents from the relevan
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If you are planning on doing mod development using UE4SS, you can do the same as above but download the zDEV version instead.
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### Disabling UE4SS Temporarily
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### Command Line Options
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If RE-UE4SS is installed via proxy DLL, you can temporarily disable it without uninstalling by launching the game with the `--disable-ue4ss` command line argument.
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If RE-UE4SS is installed via proxy DLL, the following command line options are available:
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- `--disable-ue4ss` - Temporarily disable UE4SS without uninstalling by launching the game with this argument.
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- `--ue4ss-path <path>` - Specify a custom path to UE4SS.dll. Supports both absolute paths (e.g., `C:\custom\UE4SS.dll`) and relative paths (e.g., `dev\builds\UE4SS.dll` relative to the game executable directory). Useful for testing different UE4SS builds without modifying installation files.
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## Links
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UE4SS/generated_include/MacroSetter.hpp

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Unreal::UFunction::MemberOffsets.emplace(STR("EventGraphCallOffset"), static_cast<int32_t>(val));
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if (auto val = parser.get_int64(STR("UFunction"), STR("Func"), -1); val != -1)
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Unreal::UFunction::MemberOffsets.emplace(STR("Func"), static_cast<int32_t>(val));
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if (auto val = parser.get_int64(STR("USparseDelegateFunction"), STR("OwningClassName"), -1); val != -1)
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Unreal::USparseDelegateFunction::MemberOffsets.emplace(STR("OwningClassName"), static_cast<int32_t>(val));
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if (auto val = parser.get_int64(STR("USparseDelegateFunction"), STR("DelegateName"), -1); val != -1)
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Unreal::USparseDelegateFunction::MemberOffsets.emplace(STR("DelegateName"), static_cast<int32_t>(val));
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if (auto val = parser.get_int64(STR("UField"), STR("Next"), -1); val != -1)
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Unreal::UField::MemberOffsets.emplace(STR("Next"), static_cast<int32_t>(val));
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if (auto val = parser.get_int64(STR("FField"), STR("ClassPrivate"), -1); val != -1)
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#pragma once
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#include <LuaType/LuaUObject.hpp>
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// Forward include of this to the new Lua Unreal String file for backwards compatability
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#include <LuaType/LuaUnrealString.hpp>
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namespace RC::Unreal
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{
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class FString;
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}
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namespace RC::LuaType
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{
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struct FStringName
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{
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constexpr static const char* ToString()
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{
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return "FString";
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}
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};
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class FString : public LocalObjectBase<Unreal::FString, FStringName>
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{
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private:
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explicit FString(Unreal::FString* object);
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public:
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FString() = delete;
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auto static construct(const LuaMadeSimple::Lua&, Unreal::FString*) -> const LuaMadeSimple::Lua::Table;
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auto static construct(const LuaMadeSimple::Lua&, BaseObject&) -> const LuaMadeSimple::Lua::Table;
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private:
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auto static setup_metamethods(BaseObject&) -> void;
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private:
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template <LuaMadeSimple::Type::IsFinal is_final>
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auto static setup_member_functions(const LuaMadeSimple::Lua::Table&) -> void;
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};
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} // namespace RC::LuaType

UE4SS/include/LuaType/LuaUObject.hpp

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RC_UE4SS_API auto push_nameproperty(const PusherParams&) -> void;
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RC_UE4SS_API auto push_textproperty(const PusherParams&) -> void;
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RC_UE4SS_API auto push_strproperty(const PusherParams&) -> void;
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RC_UE4SS_API auto push_utf8strproperty(const PusherParams&) -> void;
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RC_UE4SS_API auto push_ansistrproperty(const PusherParams&) -> void;
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RC_UE4SS_API auto push_softobjectproperty(const PusherParams&) -> void;
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RC_UE4SS_API auto push_interfaceproperty(const PusherParams&) -> void;
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RC_UE4SS_API auto push_delegateproperty(const PusherParams&) -> void;
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RC_UE4SS_API auto push_multicastdelegateproperty(const PusherParams&) -> void;
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RC_UE4SS_API auto push_multicastsparsedelegateproperty(const PusherParams&) -> void;
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RC_UE4SS_API auto push_functionproperty(const FunctionPusherParams&) -> void;
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// Push to Lua -> END

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