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@CorrM CorrM released this 18 Jan 17:35
· 14 commits to master since this release
0808797

CheatGear

  • UnrealCpp plugin Add ../pch.h in _Package.cpp file
  • Add predefined InstancesHelper package, This package have two class yet
    • Names: that class contains all names dumped through sdk dump process
    • ObjectNames: that class contains fullname of all objects found through sdk dump process
      • ObjectNames should be very good to be used with CG::UObject::FindObject and CG::UObject::FindObjects
  • Reduce CGS(generated sdk file) file size
  • Change UEnum names limit to 10000 enum (YUP, some games have that enums)
  • Rename CheatGearMemory plugin to Native 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 !!