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the readme's needed a bit of a redo for a while, taking the excuse of needing to update the settings to do so
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# This file shows all settings which the sdk uses. All values are set to their defaults | ||
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# Note that 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. | ||
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[unrealsdk] | ||
# If true, creates an external console window mirroring what is written to the game's console. | ||
# Always enabled in debug builds. | ||
external_console = false | ||
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# The file to write log messages to, relative to the dll. | ||
log_file = "unrealsdk.log" | ||
# The default logging level used in the unreal console. | ||
console_log_level = "INFO" | ||
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# If set, overrides the executable name used for game detection in the shared module. | ||
exe_override = "" | ||
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# If not 0, changes the size the `UProperty` class is assumed to have. | ||
uproperty_size = 0 | ||
# If not 0, changes the alignment used when calling the unreal memory allocation functions. | ||
alloc_alignment = 0; | ||
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# 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" | ||
# If positive, overrides the virtual function index used when hooking `UConsole::ConsoleCommand`. | ||
uconsole_console_command_vf_index = -1 | ||
# If positive, overrides the virtual function index used when calling `UConsole::OutputText`. | ||
uconsole_output_text_vf_index = -1 | ||
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# If positive, overrides the virtual function index used when calling `TReferenceController::DestroyObject`. | ||
treference_controller_destroy_obj_vf_index = -1 | ||
# If positive, overrides the virtual function index used when calling `TReferenceController::~TReferenceController`. | ||
treference_controller_destructor_vf_index = -1 | ||
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# If positive, overrides the virtual function index used when calling `FText::GetDisplayString`. | ||
ftext_get_display_string_vf_index = -1 | ||
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# If true, locks simultaneous ProcessEvent calls from different threads. This is used both for hooks | ||
# and for calling 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_process_event = false | ||
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# After enabling `unrealsdk::hook_manager::log_all_calls`, the file to calls are logged to. | ||
log_all_calls_file = "unrealsdk.calls.tsv" |