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unrealsharp's Introduction

UnrealSharp

UnrealSharp is a helper framework to create extra sensory perception, radar, and other tools and game mods for UnrealEngine games.

What is this and is it shiny?

Unreal Sharp is written in C#, and works by using reading process memory. The framework is setup to be dynamic for multiple games, as well as being able to dynamically reference fields by name. While it is external, it is also one of, if not the only, external that can call internal functions.

How does this work

This project heavily relies on Unreal Engine's reflection system, using strings to dump out game info.

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Legal stuff

shalzuth isn't endorsed by Epic Games and doesn’t reflect the views or opinions of Epic Games or anyone officially involved in producing or managing Epic Games content and materials are trademarks and copyrights of Epic Games

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adainrivers avatar lmachens avatar shalzuth avatar ulysseswu avatar

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unrealsharp's Issues

Error when calling functions

When i call functions with params like (switchlevel) i get this error "'UnrealSharp.UEObject' cannot be marshaled as an unmanaged structure; no meaningful size or offset can be computed."

GWorld pattern outdated

Hi,

do you have a updated version for the GWorld pattern?
For the Game Deep Rock Galactic the pointer is invalid.

Thanks

Help

How would i switch level

SDK keyword

"bool" ,"String" ,"Value" ,"float","base","Int","Vector"
Can underline replace it?

    public class BoolToStringDataflowNode : DataflowNode
    {
        public BoolToStringDataflowNode(nint addr) : base(addr) { }
        public bool bool { get { return this[nameof(bool)].Flag; } set { this[nameof(bool)].Flag = value; } }
        public Object String { get { return this[nameof(String)]; } set { this[nameof(String)] = value; } }
    }
....

    public class MakeLiteralFloatDataflowNode : DataflowNode
    {
        public MakeLiteralFloatDataflowNode(nint addr) : base(addr) { }
        public float Value { get { return this[nameof(Value)].GetValue<float>(); } set { this[nameof(Value)].SetValue<float>(value); } }
        public float float { get { return this[nameof(float)].GetValue<float>(); } set { this[nameof(float)].SetValue<float>(value); } }
    }

game:
New Greed land

UE ver:
5.1

SDK.zip

Typo: Compiler Error CS0841 "Cannot use local variable 'name' before it is declared."

In Ue engine around line 1030
Variable named "name" is used before initialisation.
Also 2 returns.

public String GetFieldTypeName(UInt64 fieldAddr)
{
    if (FieldAddrToType.ContainsKey(fieldAddr)) return FieldAddrToType[fieldAddr];
    // 4.25 only??
    var baseTypeOffset = 8u;
    var baseType = UnrealEngine.Memory.ReadProcessMemory<UInt64>(fieldAddr + baseTypeOffset);
    var fieldType = UnrealEngine.Memory.ReadProcessMemory<UInt64>(fieldAddr + fieldClassOffset);
    var fieldNameIndex = UnrealEngine.Memory.ReadProcessMemory<Int32>(baseType);
    var fieldTypeName = GetName(fieldNameIndex);
    FieldAddrToType[fieldAddr] = name;
    return fieldTypeName;
    var name = GetName(UnrealEngine.Memory.ReadProcessMemory<Int32>(fieldType + fieldNameOffset));
    return name;
}

How to call a function?

https://github.com/shalzuth/DeepRockGahactic/blob/main/SDK/SDK/FSD.cs

line 8562

    public class FSDSteamUtils : BlueprintFunctionLibrary
    {
        
        public Object GetPlayerSteamName() { return Invoke<Object>(nameof(GetPlayerSteamName)); }
        
    }

I want to call GetPlayerSteamName().and print.

                var sb = new StringBuilder();
                sb.AppendLine("Shalzuth's Helper Tool");
                sb.AppendLine("FPS : " + esp.MeasuredFps.ToString("0.00"));
                sb.AppendLine("Steam Name: " + Sname);  // <--print 

I need an example. Thank you.

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