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Introduction of the cargo.build rule to manage patternsleuth as a target #516
Introduction of the cargo.build rule to manage patternsleuth as a target #516
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Unreal Engine 4/5 Scripting System
Lua scripting system platform, C++ Modding API, SDK generator, blueprint mod loader, live property editor and other dumping utilities for UE4/5 games.
Major features
.usmap
mapping files for unversioned properties.umaps
in-editorTargeting UE Versions: From 4.12 To 5.3
The goal of UE4SS is not to be a plug-n-play solution that always works with every game. The goal is to have an underlying system that works for most games. You may need to update AOBs on your own, and there's a guide for that below.
Basic Installation
The easiest installation is via downloading the non-dev version of the latest non-experimental build from Releases and extracting the zip content to
/{Gameroot}/GameName/Binaries/Win64/
.If your game is in the custom config list, extract the contents from the relevant folder to
Win64
as well.If you are planning on doing mod development using UE4SS, you can do the same as above but download the zDEV version instead.
Links
Full installation guide
Fixing compatibility problems
Lua API - Overview
Generating UHT compatible headers
Custom Game Configs
Creating Compatible Blueprint Mods
UE4SS Discord Server Invite
Unreal Engine Modding Discord Server Invite
Build requirements
Build instructions
git submodule update --init --recursive
Make sure your Github account is linked to your Epic Games account for UE source access. Do not use the--remote
option because that will force third-party dependencies to update to the latest commit, and that can break things. You will need your github account to be linked to an Epic games account to pull the Unreal pseudo code submodule.There are several different ways you can build UE4SS.
Building from cli
Configure the project using this command:
xmake f -m "<BuildMode>"
Configuration settings
xmake
allows you to flexibly configure some build options to suit your specific needs. The following is a non-comprehensive list of configuration settings you might find useful.Important
All configuration changes are made by using the
xmake config
command. You can also usexmake f
as an alias for config.After configuring
xmake
with any of the following options, you can build the project withxmake
orxmake build
.Mode
The build modes are structured as follows:
<Target>__<Config>__<Platform>
Currently supported options for these are:
Target
Game
- for regular gamesCasePreserving
- for games built with case preserving enabledConfig
Dev
- development buildDebug
- debug buildShipping
- shipping(release) buildTest
- build for testsPlatform
Win64
- 64-bit windowsNow to build it, just run
xmake
Tip
Configure the project using this command:
xmake f -m "<BuildMode>"
.-m
is an alias for --mode=<BuildMode>.Patternsleuth (Experimental)
By default, the patternsleuth tool installs itself as an xmake package. If you do not intend on modifying the patternsleuth source code, then you don't have to configure anything special. If you want to be able to modify the patternsleuth source code, you have to supply the
--patternsleuth=local
option toxmake config
in order to recompile patternsleuth as part of the UE4SS build.Proxy Path
By default, UE4SS generates a proxy based on
C:\Windows\System32\dwmapi.dll
. If you want to change this for any reason, you can supply the--ue4ssProxyPath=<path proxy dll>
to thexmake config
command..Profiler Flavor
By default, UE4SS uses Tracy for profiling. You can pass
--profilerFlavor=<profiler>
to thexmake config
command to set the profiler flavor. The currently supported flavors areTracy
,Superluminal
, andNone
.Helpful
xmake
commandsYou may encounter use for the some of the more advanced
xmake
commands. A non-comprehensive list of some useful commands is included below.xmake <command> --yes
xmake <command> -y
xmake --verbose <command>
xmake -v <command>
xmake --Diagnostic <command>
xmake -D <command>
xmake --verbose --Diagnostic --yes <command>
xmake -vDy <command>
-flagCombo
.xmake config
xmake f
xmake clean --all
xmake c --all
xmake clean <target>
xmake c <target>
xmake build
xmake b
xmake build --rebuild
xmake b -r
xmake build <target>
xmake b <target>
xmake show
xmake show --target=<target>
xmake show -t <target>
xmake require --clean
xmake q -c
xmake require --force
xmake q -f
xmake require --list
xmake q -l
xmake project --kind=vsxmake2022 --modes="Game__Shipping__Win64"
xmake project -k vsxmake2022 -m "Game__Shipping__Win64"
xmake config
uration. You can specify multiple modes to generate by supplying-m "Comma,Separated,Modes"
. If you do not supply any modes, the VS project will generate all permutations of modes.Opening in an IDE
Visual Studio / Rider
To generate Visual Studio project files, run the
xmake project -k vsxmake2022
xmake project -k vsxmake2022 -m "Game__Shipping__Win64"
command.Afterwards open the generated
.sln
file inside of thevsxmake2022
directoryNote that you should also commit & push the submodules that you've updated if the reason why you updated was not because someone else pushed an update, and you're just catching up to it.
Note the following about how xmake interacts with VS
Warning
The vs. build plugin performs the compile operation by directly calling the xmake command under vs, and also supports intellisense and definition jumps, as well as breakpoint debugging. This means that modifying the project properties within Visual Studio will not affect which flags are passed to the build when VS executes
xmake
. XMake provides some configurable project settings which can be found in VS under theProject Properties -> Configuration Properties -> Xmake
menu.Configuring additional modes
Tip
Additional modes can be generated by running
xmake project -k vsxmake2022 -m "Game__Shipping__Win64,Game__Debug__Win64"
. Further explanation can be found in thexmake
command table.Regenerating solution best practices
Caution
If you change your configuration with
xmake config
, you may need to regenerate your Visual Studio solution to pick up on changes to your configuration. You can simply re-run thexmake project -k vsxmake2022 -m "<modes>"
command to regenerate the solution.Updating git submodules
If you want to update git submodules, you do so one of three ways:
git submodule update --init --recursive
to update all submodules.git submodule update --init --recursive deps/<first-or-third>/<Repo>
. Do not use the--remote
option unless you actually want to update to the latest commit.cd
into the submodule directory for that dependency and executegit checkout <branch name or commit>
. The main dependency you might want to update from time to time isdeps/first/Unreal
.Credits
All contributors since the project became open source: https://github.com/UE4SS-RE/RE-UE4SS/graphs/contributors
Thanks to everyone who helped with testing
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