Palworld

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Echelon

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Echelon

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About this mod

Some mods require this file and this is also convenient for mod managers to use.

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Mainly for my Idols & Rivals collection but take it as you wish.
Saw different ones around Nexus decided to use a recent one off Github. If the sigs change i will update this. But that only covers FName_Constuctor which is now redundant in UE4SS 3.0.0+ but still required for 2.5.2 - Also found and uploaded the FName_toString signature which is useable with UE4SS 3.0.1 for some mods to work

*Seems yet another mod has risen up just several hours after these, but the FName_Constuctor there is congruent, and only works for UE4SS 2.5.2
Feel free to grab from there or here, but FName_toString is still needed and works for UES4 2.5.2 - 3.0.1, which is only available here.
Install the lua specifically to: Pal/Win64/Binaries/UE4SS_Signatures folder.

For UE4SS 3.0.0 Palworld 1.4.1 seems we only need the FName_toString signature. The Constructor seems to break on 3.0.0.
This applies to the exact same Constructor file from Yet Another UE4SS Signatures. It's built into 3.0.0 and clashes with it from my testing below.


UE4SS 3.0.0 - 150 mods with FName_toString.lua


UE4SS 3.0.0 - 150 mods with FName_Constructor.lua

0 out 0 constructed with that Constructor Lua, but 2 didn't so 21/23, and only using toString.lua just above its 23/23 same modlist.
MaterialExpression and DefaultPawn were not constructed with FName_Constructor. But all were without it, just with FName_toString.


I already compiled a number of mods that seems to utilize these and will note them in requirements later.

INSTALLATION:

Manual
: Simply extract archive to basegame folder. Should look like Pal/Binaries/Win64/UE4SS_Signatures after.
Vortex: With latest extension of Palword for Vortex, just install make sure no modtype is set as i structure the folder already.

Folder structure it gets deployed to will be Pal/Binaries/Win64/UE4SS_Signatures/

Example:
Only works from this folder, UE4SS_Signatures is slightly different from other Lua mods




MORE INFO ON AOB SCANS AND SIGNATURES:
Spoiler:  
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What 'OnMatchFound' must return for each AOB

  • GUObjectArray
    • Must return the exact address of the global variable named 'GUObjectArray'.
  • FName_ToString
    • Must return the exact address of the start of the function 'FName::ToString'.
      Function signature: public: void cdecl FName::ToString(class FString & ptr64)const __ptr64
  • FName_Constructor
    • Must return the exact address of the start of the function 'FName::FName'.
      This callback is likely to be called many times and we do a check behind the scenes to confirm if we found the right constructor.It doesn't matter if your AOB finds both 'char*' versions and 'wchar_t*' versions.Function signature: public: cdecl FName::FName(wchar_t const * ptr64,enum EFindName) __ptr64
  • FText_Constructor
    • Must return the exact address of the start of the function 'FText::FText'.
      Function signature: public: cdecl FText::FText(class FString & ptr64)const __ptr64
  • StaticConstructObject
    • Must return the exact address of the start of the global function 'StaticConstructObject_Internal'.
      In UE4SS, we scan for a call in the middle of 'UUserWidget::InitializeInputComponent' and then resolve the call location.Function signature: class UObject * __ptr64 __cdecl StaticConstructObject_Internal(struct FStaticConstructObjectParameters const & __ptr64)
  • GMalloc
    • Must return the exact address of the global variable named 'GMalloc'.
      In UE4SS, we scan for 'FMemory::Free' and then resolve the MOV instruction closest to the first CALL instruction.



Credits: DRayX