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Slate: find the viewport when UE5.5 passes all windows as one array
On Stalker 2 (UE 5.5.4) the hooked draw function takes a TConstArrayView
of per-window args in a3, not FViewportInfo&, and a4 is not the other 5.5
variant either. The viewport was never found, so the UI was not moved to
its own layer and did not show in the headset.
When a4 is not the 5.5 variant, read a3 as {data, num} and take the
viewport of the first window, using the offsets UESDK reads from the code.
Every step checks for a live object: array data in the heap, window and
viewport with a vtable inside a module. The heap check keeps builds that
pass FViewportInfo& here on their old path, since its first field is a
vtable inside the image. There is no capacity after num; that word
measured 0 and must not be used as a bound.
Needs the UESDK change that adds sdk::slate::locate_windows_array_offsets.
Measured: UI shows on Stalker 2, no rejected frames over a session; The
Outer Worlds 2 (UE 5.4) keeps its FViewportInfo path.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
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