@@ -31,35 +31,44 @@ EnableHotReloadSystem = 0
3131; Default: R
3232HotReloadKey = R
3333
34+ ; Whether the cache system for AOBs will be used.
35+ ; Default: 1
36+ UseCache = 1
37+
3438; Whether caches will be invalidated if ue4ss.dll has changed
3539; Default: 1
3640InvalidateCacheIfDLLDiffers = 1
3741
38- ; The maximum number attempts the scanner will try before erroring out if an aob isn't found
39- ; Default: 60
40- MaxScanAttemptsNormal = 60
41-
42- ; The maximum number attempts the scanner will try for modular games before erroring out if an aob isn't found
43- ; Default: 2000
44- MaxScanAttemptsModular = 2500
42+ ; The number of seconds the scanner will scan for before giving up
43+ ; Default: 30
44+ SecondsToScanBeforeGivingUp = 30
4545
4646; Whether to create UObject listeners in GUObjectArray to create a fast cache for use instead of iterating GUObjectArray.
4747; Setting this to false can help if you're experiencing a crash on startup.
4848; Default: true
49- bUseUObjectArrayCache = true
49+ bUseUObjectArrayCache = false
5050
5151; Whether to perform a single AOB scan as soon as possible after the game starts.
5252; Default: 0
5353DoEarlyScan = 0
5454
55+ ; When the search query in the Live View tab is a hex number, try to find the UObject that contains that memory address.
56+ ; Default: false
57+ bEnableSeachByMemoryAddress = false
58+
5559; The default execution method for ExecuteInGameThread Lua function.
5660; Valid values (case-insensitive): EngineTick, ProcessEvent
61+ ; EngineTick: Execute once per engine tick (once per frame, more predictable timing)
62+ ; ProcessEvent: Execute on next ProcessEvent call (more frequent, lower latency)
5763; Default: EngineTick
58- DefaultExecuteInGameThreadMethod = EngineTick
64+ DefaultExecuteInGameThreadMethod = ProcessEvent
5965
6066[EngineVersionOverride]
6167MajorVersion = 4
6268MinorVersion = 26
69+ ; True if the game is built as Debug, Development, or Test.
70+ ; Default: false
71+ DebugBuild =
6372
6473[ObjectDumper]
6574; Whether to force all assets to be loaded before dumping objects
@@ -97,8 +106,8 @@ LoadAllAssetsBeforeGeneratingCXXHeaders = 0
97106IgnoreAllCoreEngineModules = 0
98107
99108; Whether to skip generating the "Engine" and "CoreUObject" packages
100- ; Default: 1
101- IgnoreEngineAndCoreUObject = 1
109+ ; Default: 0
110+ IgnoreEngineAndCoreUObject = 0
102111
103112; Whether to force all UFUNCTION macros to have "BlueprintCallable"
104113; Note: This will cause some errors in the generated headers that you will need to manually fix
@@ -123,7 +132,7 @@ MakeAllConfigsEngineConfig = 1
123132[Debug]
124133; Whether to enable the external UE4SS debug console.
125134ConsoleEnabled = 0
126- GuiConsoleEnabled = 1
135+ GuiConsoleEnabled = 0
127136GuiConsoleVisible = 0
128137
129138; Multiplier for Font Size within the Debug Gui
@@ -135,11 +144,13 @@ GuiConsoleFontScaling = 1
135144; Default: opengl
136145GraphicsAPI = opengl
137146
138- ; How many objects to put in each group in the live view.
139- ; A lower number means more groups but less lag when a group is open.
140- ; A higher number means less groups but more lag when a group is open.
141- ; Default: 32768
142- LiveViewObjectsPerGroup = 32768
147+ ; The method with which the GUI will be rendered.
148+ ; Valid values (case-insensitive):
149+ ; ExternalThread: A separate thread will be used.
150+ ; EngineTick: The UEngine::Tick function will be used.
151+ ; GameViewportClientTick: The UGameViewportClient::Tick function will be used.
152+ ; Default: ExternalThread
153+ RenderMode = ExternalThread
143154
144155[Threads]
145156; 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
160171; The maximum memory usage (in percentage, see Task Manager %) allowed before asset loading (when LoadAllAssetsBefore* is 1) cannot happen.
161172; Once this percentage is reached, the asset loader will stop loading and whatever operation was in progress (object dump, or cxx generator) will continue.
162173; Default: 85
163- MaxMemoryUsageDuringAssetLoading = 85
174+ MaxMemoryUsageDuringAssetLoading = 80
164175
165176[Hooks]
166177HookProcessInternal = 1
@@ -173,9 +184,20 @@ HookEndPlay = 1
173184HookLocalPlayerExec = 1
174185HookAActorTick = 1
175186HookEngineTick = 1
187+ ; Method for resolving GameEngine::Tick address
188+ ; Valid values (case-insensitive): Scan, VTable
189+ ; Scan: Use PatternSleuth AOB scan (fallback to VTable if scan fails)
190+ ; VTable: Use vtable lookup (fallback to Scan if vtable lookup fails)
191+ ; Default: Scan
176192EngineTickResolveMethod = Scan
177193HookGameViewportClientTick = 1
178194HookUObjectProcessEvent = 1
179195HookProcessConsoleExec = 1
180196HookUStructLink = 1
181197FExecVTableOffsetInLocalPlayer = 0x28
198+
199+ [CrashDump]
200+ EnableDumping = 1
201+ FullMemoryDump = 0
202+
203+ [ExperimentalFeatures]
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