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Copy pathsupported_settings.toml
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82 lines (64 loc) · 3.9 KB
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# This file shows all settings which the sdk uses.
# DO NOT make a copy of this file as the basis of your config. Some values are intentionally bogus
# as there's no sane default to set them to (e.g. virtual function indexes), and will likely cause
# crashes if used.
# You are not expected to provide all settings, you should only set those you need. Some settings
# will change behaviour simply by being defined. For example, if `alloc_alignment` is set, the sdk
# will not attempt to dynamically adjust it, and will always use the provided value.
# Not all settings are used under all build configurations - for example UE3 doesn't support FText,
# so `ftext_get_display_string_vf_index` is of course unused.
[unrealsdk]
# If true, creates an external console window to write all log messages into.
# Always enabled in debug builds.
external_console = false
# If true, adds ansi escape codes to colour the external console output.
external_console_colour = true
# The file to write log messages to, relative to the dll.
log_file = "unrealsdk.log"
# Changes the default logging level used in the unreal console.
console_log_level = "INFO"
# If set, overrides the executable name used for game detection in the shared module.
exe_override = ""
# Changes the alignment used when calling the unreal memory allocation functions.
alloc_alignment = -1
# The default console key set when one is not already bound. If a key is already bound via standard
# unreal facilities, this is ignored.
console_key = "Tilde"
# Overrides the virtual function index used when hooking `UConsole::ConsoleCommand`.
uconsole_console_command_vf_index = -1
# Overrides the virtual function index used when calling `UConsole::OutputText`.
uconsole_output_text_vf_index = -1
# Overrides the virtual function index used when calling `TReferenceController::DestroyObject`.
treference_controller_destroy_obj_vf_index = -1
# Overrides the virtual function index used when calling `TReferenceController::~TReferenceController`.
treference_controller_destructor_vf_index = -1
# Overrides the virtual function index used when calling `FText::GetDisplayString`.
ftext_get_display_string_vf_index = -1
# Overrides the virtual function index used when calling the `FTextData` destructor
ftext_destroy_data_vf_index = -1
# Overrides the virtual function index used when calling `FGbxDef::GetType`.
fgbxdef_gettype_vf_index = -1
# If true, locks simultaneous unreal function calls from different threads. This lock is held both
# during hooks and when you manually call unreal functions.
# When true, if external code must take care with it's own locks. If external code attempts to
# acquire a lock inside a hook, while at the same time trying to call an unreal function on the
# thread which holds that lock, the system will deadlock.
locking_function_calls = false
# After enabling `unrealsdk::hook_manager::log_all_calls`, the file to calls are logged to.
log_all_calls_file = "unrealsdk.calls.tsv"
# Overrides the virtual function index used when calling `UObject::PostEditChangeProperty`.
uobject_post_edit_change_property_vf_index = -1
# Overrides the virtual function index used when calling `UObject::PostEditChangeChainProperty`.
uobject_post_edit_change_chain_property_vf_index = -1
[unrealsdk.bl4_debug]
# These flags can be used to try disable some of the anti-debug features in BL4. These aren't really
# complete, as of writing this we can attach a debugger, but are unable to breakpoint or use any
# actual debugger features.
# Yes, developing the BL4 support without having a debugger was incredibly annoying.
# Enable anti-debug patches. Note this is known to cause a crash on SQ.
enabled = false
# After applying all anti-debug patches, wait for a debugger to attach before continuing SDK init.
wait_for_debugger = false
# The address of the symbiote anti-debug thread. Specifying this avoids the slow sigscan, which may
# help if you want to debug as the game's getting unpacked.
symbiote_addr = -1