v3.1.0
CheatGear
UnrealCpp
plugin Add../pch.h
in_Package.cpp
file- Add predefined
InstancesHelper
package, This package have two class yetNames
: that class contains all names dumped through sdk dump processObjectNames
: that class contains fullname of all objects found through sdk dump processObjectNames
should be very good to be used withCG::UObject::FindObject
andCG::UObject::FindObjects
- Reduce
CGS
(generated sdk file) file size - Change
UEnum
names limit to10000
enum (YUP, some games have that enums) - Rename
CheatGearMemory
plugin toNative
that make more sense - Add more string to
BadKeyword
list, that list used to get valid variable names in sdk (TRUE, FALSE, float etc) - Add a lot of null check to reduce
NullReference
exeption - General improves
ObjectNames usage example:
CG::ULocalPlayer lPlayer1 = CG::UObject::FindObject<ULocalPlayer>(CG::ObjectNames::LocalPlayer_Transient_GameEngine_2147482622_LocalPlayer_2147482528);
CG::UlocalPlayer lPlayer2 = CG::UObject::FindObject<ULocalPlayer>("LocalPlayer Transient.GameEngine_2147482622.LocalPlayer_2147482528");
Both lPlayer1
and lPlayer2
should be same, then why to use CG::ObjectNames
.?
Think about what if the game release a new update and that "LocalPlayer Transient.GameEngine_2147482622.LocalPlayer_2147482528
" changed then your code will run normally but at runtime
your lPlayer
would be just a nullptr
but when you are using CG::ObjectNames
it will be compiletime
problem !!