Open scryptio opened 5 years ago
can u wait release version 3.0.0. since it will have some core changes, that's will make fetch and solve problem easy.
i will keep this issue open, until that time to solve it.
EDIT: You said after the NamesDump. so NamesDump.txt if full generated.?
@CorrM I am not sure but it looks like it could be fully generated. Generator.log is empty, ObjectsDump shows just an address. SDK.hpp few basic lines and Basic.cpp/.hpp (won'T always reach this stage).
Thanks for getting back to this and letting me know about your progress!
Just another question. Do you know why I only get a white window for a few seconds and a force close after that except I am running it through VS? Am I missing something?
@WheresMyRide if it's case then we will rewrite it 👍.
@scryptio can you now try the version 3.0.0 if any problem attach the Dump file and give me some information.
I attached a log from trying to build 3.0.0 (source from the release download). Which package/toolset could be missing here? (which information are included in the mdump? Remove the file if neccessary!
Your prebuild 3.0.0 takes a lot of time to find GObjects, but it's working. The dump worked now, too. Tho it doesn't detect the game Window Title nor UE Version.
"Stuck" at 259/259 Packages, 67944/229376 (339557 in SoT-SDK on gh) Objects/Names, external dump
To compare it with the SoT-SDK to be found here, I have done an internal dump, too.
Both internal and external don't have a single correct offset (most are 0x0000). It seems they are not dumping everything, since I got 220+ files (external), 430+ (internal with only 24 BP's), the other SDK has 14k+.
Maybe I got the wrong address, didn't try all of them.
EDIT: Address doesn't matter. Either done after Names or not close enough to the big dump
Does look like that "All UE4 Games, (32/64bit)" isn't true for Sea of Thieves, unfortunately. I mean, the part of finding GObjects/GNames (as of 92d38af35fd7b14e16a014a76cd44c74f68a34d4) is (good work).
Trying all addresses generated with 2.2.0/2.2.1 the result always is either a crash of the game or a crash of the app (no error shown, after the NamesDump).
Build from source, the app crashes right a way (white window opens and closes without an error being shown). Could send you a build log. But it's running using the Local Windows Debugger.
Build from source it finishes after the CoreUObject dump (1/180k+) or due to (trying different addresses) "xC*5: Access violation reading location 0x000.."
If you need anything/logs, let me know.