Unreal Engine SDK Generator
SDK Generator for all Unreal Engine games. Supported versions are all of UE4 and UE5.
Settings::SDKGenerationPath, by default this is C:\\Dumper-7KoFi: https://ko-fi.com/fischsalat
Patreon: https://www.patreon.com/u119629245
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All overrides are made in Generator::InitEngineCore() inside of Generator.cpp
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); });
FName::AppendString
FName::Init(/*bForceGNames*/); // Useful if the AppendString offset is wrong
FName::Init(/*OverrideOffset, OverrideType=[AppendString, ToString, GNames], bIsNamePool*/);
ProcessEvent
Off::InSDK::InitPE(/*PEIndex*/);
ObjectArray.cppFFixedUObjectArrayLayoutsFChunkedFixedUObjectArrayLayoutsFFixedUObjectArrayLayout // 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,
}
You can optionally dynamically change settings through a Dumper-7.ini file, instead of modifying Settings.h.
Per-game: Create Dumper-7.ini in the same directory as the game's exe file.
Global: Create Dumper-7.ini under C:\Dumper-7.
Profiles do not merge. In other words your global profile does not change the default settings.
SleepTimeout:
DumpKey:
SDKNamespaceName:
SDKGenerationPath:
C:/Dumper-7... to access parent directories. Do not include quotes.[Settings]
SleepTimeout=30
SDKNamespaceName=MyOwnSDKNamespace
DumpKey=0x77
SDKGenerationPath=./
If you have any issues using the Dumper, please create an Issue on this repository
and explain the problem in detail.
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.
For compiler-errors in the SDK (first verify you followed all of the steps from UsingTheSDK correctly):
Build Only, not Build + Intellisense, as Intellisense often reports false positives.Should your own dll-project crash, verify your code thoroughly to make sure the error actually lies within the generated SDK.
No open issues yet, or sync has not completed.