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| 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 | +; Path to a specific mods.txt file to use as the controlling mod list. |
| 17 | +; If set, ONLY this mods.txt will be parsed instead of mods.txt from all mod directories. |
| 18 | +; Can be relative to working directory or an absolute path. |
| 19 | +; Example: ControllingModsTxt = ../MyMods/mods.txt |
| 20 | +; Default: Empty (parse mods.txt from all mod directories) |
| 21 | +ControllingModsTxt = |
| 22 | + |
| 23 | +[General] |
| 24 | +; Whether to reload all mods when the key defined by HotReloadKey is hit. |
| 25 | +; Default: 1 |
| 26 | +EnableHotReloadSystem = 0 |
| 27 | + |
| 28 | +; The key that will trigger a reload of all mods. |
| 29 | +; The CTRL key is always required. |
| 30 | +; Valid values (case-insensitive): Anything from Mods/Keybinds/Scripts/main.lua |
| 31 | +; Default: R |
| 32 | +HotReloadKey = R |
| 33 | + |
| 34 | +; Whether the cache system for AOBs will be used. |
| 35 | +; Default: 1 |
| 36 | +UseCache = 1 |
| 37 | + |
| 38 | +; Whether caches will be invalidated if ue4ss.dll has changed |
| 39 | +; Default: 1 |
| 40 | +InvalidateCacheIfDLLDiffers = 1 |
| 41 | + |
| 42 | +; The number of seconds the scanner will scan for before giving up |
| 43 | +; Default: 30 |
| 44 | +SecondsToScanBeforeGivingUp = 30 |
| 45 | + |
| 46 | +; Whether to create UObject listeners in GUObjectArray to create a fast cache for use instead of iterating GUObjectArray. |
| 47 | +; Setting this to false can help if you're experiencing a crash on startup. |
| 48 | +; Default: true |
| 49 | +bUseUObjectArrayCache = false |
| 50 | + |
| 51 | +; Whether to perform a single AOB scan as soon as possible after the game starts. |
| 52 | +; Default: 0 |
| 53 | +DoEarlyScan = 0 |
| 54 | + |
| 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 | + |
| 59 | +; The default execution method for ExecuteInGameThread Lua function. |
| 60 | +; 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) |
| 63 | +; Default: EngineTick |
| 64 | +DefaultExecuteInGameThreadMethod = EngineTick |
| 65 | + |
| 66 | +[EngineVersionOverride] |
| 67 | +MajorVersion = 5 |
| 68 | +MinorVersion = 6 |
| 69 | +; True if the game is built as Debug, Development, or Test. |
| 70 | +; Default: false |
| 71 | +DebugBuild = |
| 72 | + |
| 73 | +[ObjectDumper] |
| 74 | +; Whether to force all assets to be loaded before dumping objects |
| 75 | +; WARNING: Can require multiple gigabytes of extra memory |
| 76 | +; WARNING: Is not stable & will crash the game if you load past the main menu after dumping |
| 77 | +; Default: 0 |
| 78 | +LoadAllAssetsBeforeDumpingObjects = 0 |
| 79 | + |
| 80 | +; Whether to display the offset from the main executable for functions instead of the function pointer |
| 81 | +; Default: 0 |
| 82 | +UseModuleOffsets = 0 |
| 83 | + |
| 84 | +[CXXHeaderGenerator] |
| 85 | +; Whether to property offsets and sizes |
| 86 | +; Default: 1 |
| 87 | +DumpOffsetsAndSizes = 1 |
| 88 | + |
| 89 | +; Whether memory layouts of classes and structs should be accurate |
| 90 | +; This must be set to 1, if you want to use the generated headers in an actual C++ project |
| 91 | +; When set to 0, padding member variables will not be generated |
| 92 | +; NOTE: A VALUE OF 1 HAS NO PURPOSE YET! MEMORY LAYOUT IS NOT ACCURATE EITHER WAY! |
| 93 | +; Default: 0 |
| 94 | +KeepMemoryLayout = 0 |
| 95 | + |
| 96 | +; Whether to force all assets to be loaded before generating headers |
| 97 | +; WARNING: Can require multiple gigabytes of extra memory |
| 98 | +; WARNING: Is not stable & will crash the game if you load past the main menu after dumping |
| 99 | +; Default: 0 |
| 100 | +LoadAllAssetsBeforeGeneratingCXXHeaders = 0 |
| 101 | + |
| 102 | +[UHTHeaderGenerator] |
| 103 | +; Whether to skip generating packages that belong to the engine |
| 104 | +; Some games make alterations to the engine and for those games you might want to set this to 0 |
| 105 | +; Default: 0 |
| 106 | +IgnoreAllCoreEngineModules = 0 |
| 107 | + |
| 108 | +; Whether to skip generating the "Engine" and "CoreUObject" packages |
| 109 | +; Default: 0 |
| 110 | +IgnoreEngineAndCoreUObject = 0 |
| 111 | + |
| 112 | +; Whether to force all UFUNCTION macros to have "BlueprintCallable" |
| 113 | +; Note: This will cause some errors in the generated headers that you will need to manually fix |
| 114 | +; Default: 1 |
| 115 | +MakeAllFunctionsBlueprintCallable = 1 |
| 116 | + |
| 117 | +; Whether to force all UPROPERTY macros to have "BlueprintReadWrite" |
| 118 | +; Also forces all UPROPERTY macros to have "meta=(AllowPrivateAccess=true)" |
| 119 | +; Default: 1 |
| 120 | +MakeAllPropertyBlueprintsReadWrite = 1 |
| 121 | + |
| 122 | +; Whether to force UENUM macros on enums to have 'BlueprintType' if the underlying type was implicit or uint8 |
| 123 | +; Note: This also forces the underlying type to be uint8 where the type would otherwise be implicit |
| 124 | +; Default: 1 |
| 125 | +MakeEnumClassesBlueprintType = 1 |
| 126 | + |
| 127 | +; Whether to force "Config = Engine" on all UCLASS macros that use either one of: |
| 128 | +; "DefaultConfig", "GlobalUserConfig" or "ProjectUserConfig" |
| 129 | +; Default: 1 |
| 130 | +MakeAllConfigsEngineConfig = 1 |
| 131 | + |
| 132 | +[Debug] |
| 133 | +; Whether to enable the external UE4SS debug console. |
| 134 | +ConsoleEnabled = 0 |
| 135 | +GuiConsoleEnabled = 0 |
| 136 | +GuiConsoleVisible = 0 |
| 137 | + |
| 138 | +; Multiplier for Font Size within the Debug Gui |
| 139 | +; Default: 1 |
| 140 | +GuiConsoleFontScaling = 1 |
| 141 | + |
| 142 | +; The API that will be used to render the GUI debug window. |
| 143 | +; Valid values (case-insensitive): dx11, d3d11, opengl |
| 144 | +; Default: opengl |
| 145 | +GraphicsAPI = opengl |
| 146 | + |
| 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 |
| 154 | + |
| 155 | +[Threads] |
| 156 | +; The number of threads that the sig scanner will use (not real cpu threads, can be over your physical & hyperthreading max) |
| 157 | +; If the game is modular then multi-threading will always be off regardless of the settings in this file |
| 158 | +; Min: 1 |
| 159 | +; Max: 4294967295 |
| 160 | +; Default: 8 |
| 161 | +SigScannerNumThreads = 8 |
| 162 | + |
| 163 | +; The minimum size that a module has to be in order for multi-threading to be enabled |
| 164 | +; This should be large enough so that the cost of creating threads won't out-weigh the speed gained from scanning in multiple threads |
| 165 | +; Min: 0 |
| 166 | +; Max: 4294967295 |
| 167 | +; Default: 16777216 |
| 168 | +SigScannerMultithreadingModuleSizeThreshold = 16777216 |
| 169 | + |
| 170 | +[Memory] |
| 171 | +; The maximum memory usage (in percentage, see Task Manager %) allowed before asset loading (when LoadAllAssetsBefore* is 1) cannot happen. |
| 172 | +; Once this percentage is reached, the asset loader will stop loading and whatever operation was in progress (object dump, or cxx generator) will continue. |
| 173 | +; Default: 85 |
| 174 | +MaxMemoryUsageDuringAssetLoading = 80 |
| 175 | + |
| 176 | +[Hooks] |
| 177 | +HookProcessInternal = 1 |
| 178 | +HookProcessLocalScriptFunction = 1 |
| 179 | +HookInitGameState = 1 |
| 180 | +HookLoadMap = 1 |
| 181 | +HookCallFunctionByNameWithArguments = 1 |
| 182 | +HookBeginPlay = 1 |
| 183 | +HookEndPlay = 1 |
| 184 | +HookLocalPlayerExec = 1 |
| 185 | +HookAActorTick = 1 |
| 186 | +HookEngineTick = 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 |
| 192 | +EngineTickResolveMethod = Scan |
| 193 | +HookGameViewportClientTick = 1 |
| 194 | +HookUObjectProcessEvent = 1 |
| 195 | +HookProcessConsoleExec = 1 |
| 196 | +HookUStructLink = 1 |
| 197 | +FExecVTableOffsetInLocalPlayer = 0x28 |
| 198 | + |
| 199 | +[CrashDump] |
| 200 | +EnableDumping = 1 |
| 201 | +FullMemoryDump = 0 |
| 202 | + |
| 203 | +[ExperimentalFeatures] |
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