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#unrealengine

22 posts22 participants0 posts today

I was shocked when I saw that the #PlayFab #UnrealEngine plugin uses a TSharedPtr<UPlayFabAuthenticationContext>, where the UPlayFabAuthenticationContext is a UObject.

I always thought this to be impossible.

They use this #Hack to make it work:
- First create a TSharedRef<TStrongObjectPtr<UObject>>.
- Then use the aliasing constructor
TSharedPtr(TSharedPtr<OtherType>, ObjectType*) to create a new shared pointer using the Shared Reference as first, and the UObject as second parameter.
#GameDev

Are there any resources out there on modding Unreal Engine 4 games?

I know it’s relatively easy to decrypt the asset files and stuff, and maybe even to decompile the game, but then how would I get the edited stuff back into the game (and in a distributable way)?

Should I expect the game to be able to load the edited asset file without encryption alongside to the encrypted ones, since I probably wouldn’t be able to encrypt it with the same key as them, or nah?