Releases: CorrM/cg
Releases · CorrM/cg
v3.3.0
CheatGear
- Improve dependency structs sorter, so now less structs need to be moved to top of other structs
UClass::CreateDefaultObject
function virtual index onUnrealEngine
sdk now will catches on 99% of gamesUGameViewportClient::PostRender
function virtual index onUnrealEngine
sdk now will catches on 99% of games
v3.2.1 - HOTFIX
CheatGear
- Fix
GWorld
not printed inUWorld
- Improving dependency system:
- Fix
FRotator
should be printed beforeFVector
- Fix
v3.2.0
CheatGear
- Add
PluignManager
- Add pre-defined static variable
UWorld::GWorld
, Use that's to get currentGWorld
more information in docs - Add some pre-defined function:
FVector::ToRotator
FVector::Distance
- Remove some locks for plugins, so filename of plugin doesn't need to be same as class name
- Fix
Number
variable inFName
struct was not initialized
CG Framework v3
- Add new plugin type
EnginePlugin
: (HAS NO EFFECT FOR NOW)- That plugin type will be responsible for help core functions of
SupportedEngins
to there tasks - For example in
UnrealEngine
you can handle reading and fill data inUObject
,FNameEntry
- That plugin type will be responsible for help core functions of
MemoryPlugin
now will let u handle all memory related stuff, and I really meanALL
.
Documentation
- CheatGear docs get some love this update
UI
- Add
PluignManager
(You will love it) - Make some changes in
UnrealInit
- Make some style changes in
Configs
v3.1.2
CheatGear
- Fix duplication of variables in
InstancesHelper
package - Add
SdkGeneratorOptions
Generate InstancesHelper
: Turn this off for big games, will save a lot of time
- Fix
PredefinedVariables
have incorrect values, empty padding size inUObject
andUFunction
if they override with padding
UI
- Improve config system and fix some bugs
v3.1.1
CheatGear
- Fix
Install Config
functionality - Remove
Processed List
fromSDK Generator
inUnreal SDK Manager
, as it was case a big big BIG delay and no one look about it
UI
- Improves for configs page
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 !!
v3.0.4 - HOTFIX
Update README.md
v3.0.3 - HOTFIX
Update README.md
v3.0.2 - HOTFIX
Update README.md
v3.0.1 - HOTFIX
Update README.md