SDK Generator for all Unreal Engine games. Supported versions are all of UE4 and UE5.
- Compile the dll in x64-Release
- Inject the dll into your target game
- The SDK is generated into the path specified by
Settings::SDKGenerationPath
, by default this isC:\\Dumper-7
- See UsingTheSDK for a guide to get started, or to migrate from an old SDK.
KoFi: https://ko-fi.com/fischsalat
Patreon: https://patreon.com/user?u=119629245
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All overrides are made in Generator::InitEngineCore() inside of Generator.cpp
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GObjects (see GObjects-Layout too)
ObjectArray::Init(/*GObjectsOffset*/, /*ChunkSize*/, /*bIsChunked*/);
/* Make sure only to use types which exist in the sdk (eg. uint8, uint64) */ InitObjectArrayDecryption([](void* ObjPtr) -> uint8* { return reinterpret_cast<uint8*>(uint64(ObjPtr) ^ 0x8375); });
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FName::AppendString
- Forcing GNames:
FName::Init(/*bForceGNames*/); // Useful if the AppendString offset is wrong
- Overriding the offset:
FName::Init(/*OverrideOffset, OverrideType=[AppendString, ToString, GNames], bIsNamePool*/);
- Forcing GNames:
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ProcessEvent
Off::InSDK::InitPE(/*PEIndex*/);
- Only add a new layout if GObjects isn't automatically found for your game.
- Layout overrides are at roughly line 30 of
ObjectArray.cpp
- For UE4.11 to UE4.20 add the layout to
FFixedUObjectArrayLayouts
- For UE4.21 and higher add the layout to
FChunkedFixedUObjectArrayLayouts
- Examples:
FFixedUObjectArrayLayout // Default UE4.11 - UE4.20 { .ObjectsOffset = 0x0, .MaxObjectsOffset = 0x8, .NumObjectsOffset = 0xC }
FChunkedFixedUObjectArrayLayout // Default UE4.21 and above { .ObjectsOffset = 0x00, .MaxElementsOffset = 0x10, .NumElementsOffset = 0x14, .MaxChunksOffset = 0x18, .NumChunksOffset = 0x1C, }
If you have any issues using the Dumper, please create an Issue on this repository
and explain the problem in detail.
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Should your game be crashing while dumping, attach Visual Studios' debugger to the game and inject the Dumper-7.dll in debug-configuration. Then include screenshots of the exception causing the crash, a screenshot of the callstack, as well as the console output.
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Should there be any compiler-errors in the SDK please send screenshots of them. Please note that only build errors are considered errors, as Intellisense often reports false positives. Make sure to always send screenshots of the code causing the first error, as it's likely to cause a chain-reaction of errors.
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Should your own dll-project crash, verify your code thoroughly to make sure the error actually lies within the generated SDK.