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lazorr410UE4SS
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fix: JediSurvivor add ClassCastFlags, set ProcessEvent in settings
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2 files changed

+41
-18
lines changed

2 files changed

+41
-18
lines changed

assets/CustomGameConfigs/Star Wars Jedi Survivor/MemberVariableLayout.ini

Lines changed: 1 addition & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -146,6 +146,7 @@ ClassConfigName = 0xF0
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ClassConstructor = 0xB0
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ClassDefaultObject = 0x120
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ClassFlags = 0xD0
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ClassCastFlags = 0xD8
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ClassGeneratedBy = 0xE8
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ClassUnique = 0xC8
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ClassVTableHelperCtorCaller = 0xB8

assets/CustomGameConfigs/Star Wars Jedi Survivor/UE4SS-settings.ini

Lines changed: 40 additions & 18 deletions
Original file line numberDiff line numberDiff line change
@@ -31,35 +31,44 @@ EnableHotReloadSystem = 0
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; Default: R
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HotReloadKey = R
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34+
; 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 maximum number attempts the scanner will try before erroring out if an aob isn't found
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; Default: 60
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MaxScanAttemptsNormal = 60
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; The maximum number attempts the scanner will try for modular games before erroring out if an aob isn't found
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; Default: 2000
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MaxScanAttemptsModular = 2500
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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
49-
bUseUObjectArrayCache = 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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; The default execution method for ExecuteInGameThread Lua function.
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; Valid values (case-insensitive): EngineTick, ProcessEvent
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; EngineTick: Execute once per engine tick (once per frame, more predictable timing)
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; ProcessEvent: Execute on next ProcessEvent call (more frequent, lower latency)
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; Default: EngineTick
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DefaultExecuteInGameThreadMethod = EngineTick
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DefaultExecuteInGameThreadMethod = ProcessEvent
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[EngineVersionOverride]
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MajorVersion = 4
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MinorVersion = 26
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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
@@ -97,8 +106,8 @@ LoadAllAssetsBeforeGeneratingCXXHeaders = 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: 1
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IgnoreEngineAndCoreUObject = 1
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; Default: 0
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IgnoreEngineAndCoreUObject = 0
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103112
; 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
@@ -123,7 +132,7 @@ 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 = 1
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GuiConsoleEnabled = 0
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GuiConsoleVisible = 0
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; Multiplier for Font Size within the Debug Gui
@@ -135,11 +144,13 @@ GuiConsoleFontScaling = 1
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; Default: opengl
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GraphicsAPI = opengl
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138-
; How many objects to put in each group in the live view.
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; A lower number means more groups but less lag when a group is open.
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; A higher number means less groups but more lag when a group is open.
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; Default: 32768
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LiveViewObjectsPerGroup = 32768
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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)
@@ -160,7 +171,7 @@ SigScannerMultithreadingModuleSizeThreshold = 16777216
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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 = 85
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MaxMemoryUsageDuringAssetLoading = 80
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[Hooks]
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HookProcessInternal = 1
@@ -173,9 +184,20 @@ HookEndPlay = 1
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HookLocalPlayerExec = 1
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HookAActorTick = 1
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HookEngineTick = 1
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; Method for resolving GameEngine::Tick address
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; Valid values (case-insensitive): Scan, VTable
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; Scan: Use PatternSleuth AOB scan (fallback to VTable if scan fails)
190+
; VTable: Use vtable lookup (fallback to Scan if vtable lookup fails)
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; Default: Scan
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EngineTickResolveMethod = Scan
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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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199+
[CrashDump]
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EnableDumping = 1
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FullMemoryDump = 0
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203+
[ExperimentalFeatures]

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