Simple explanation of FNamePool and GObjects for UE games?
Posted: Thu Jul 07, 2022 1:09 am
I've written a table for Satisfactory, but I have no idea how to use FNamePool and GObjects and none of the scanners work. I'd like to understand that but I don't know where to start. Satisfactory update 5 is easy at the moment because it includes debug symbols, I can just hook 'UFGInventoryItem::Sort' and get a pointer to the inventory being sorted.
I'd just like a couple of pointers on what the structures they point to are supposed to look like so I have a starting point. I've gone down a lot of blind alleys already. Are they supposed to reference the C++ classes? With the PDB the code for those are easy to find, but not the structure layouts for the objects.
Thanks,
jgoemat
I'd just like a couple of pointers on what the structures they point to are supposed to look like so I have a starting point. I've gone down a lot of blind alleys already. Are they supposed to reference the C++ classes? With the PDB the code for those are easy to find, but not the structure layouts for the objects.
Thanks,
jgoemat