UE4SS is an open-source scripting plugin for Unreal Engine 4/5 games. It provides many features which assist in analysing gamecode and assets.
zDev-UE4SS_v#.#.#.zip
Stalker2\Binaries\Win64
folderThis is the folder that contains the
Stalker2-Win64-Shipping.exe
file.
For Steam:C:\Program Files (x86)\Steam\steamapps\common\S.T.A.L.K.E.R. 2 Heart of Chornobyl\Stalker2\binaries\Win64
Stalker2\Binaries\Win64\UE4SS-settings.ini
file and make the following edits:...
[EngineVersionOverride]
MajorVersion = 5
MinorVersion = 1
...
[Debug]
ConsoleEnabled = 0
GuiConsoleEnabled = 1
GuiConsoleVisible = 1
...
GraphicsAPI = dx11
...
There are many features that are provided in the dev version of UE4SS that are useful to mod makers. This section will cover the basics but I encourage you to poke around and get familiar with what it offers.
.usmap
mapping file.usmap
mapping files are essentially an indexing for all asset that are packaged into an Unreal Engine Game. This file is required by FModel (and other tools) in order to read and extract asset contents.
Mappings Generation Completed Successfully!
The Live View tab provides a window through which you can observe and even change game values while the game is running.
Lets look at an example of how to use this feature:
BP_Stalker2Character_C /
214
What the heck is that asset?
BP_Stalker2Character
is the PlayerCharacter -- in other words, it is you ( or rather Skif )
0x328 CharacterMovement: CharMoveComp
This is the Component that holds and controls many aspects of how the PlayerCharacter can move within the game world.
Lets dig deeper and see what we find.
CharMoveComp
and select the Go To Object option.Now we are no longer looking at the properties for the PlayerCharacter, but rather the ModelCharacterMovementComponent
attached to the PlayerCharacter.
There are many properties within this component that we can play around with and then see what effects they may have on the game. For example, we can modify how high Skif jumps . . .
Scroll down to the propert that looks like the following:
0x178 JumpZVelocity: 700.000000
This property sets the force Skif uses to jump. Lets set that to double of its normal value and see what happens.
Right-Click on 700.000000
and select the Edit Value option.
Change the value shown in the new window to 1400 and then click Apply.
Go back to the game and try jumping. You should see you are jumping roughtly twice as high.
Note that this change to the Jump Velocity is not permanent. It will be reset when the PlayerCharacter is reloaded either by exiting the game, loading a new game or the death of the PlayerCharacter.
Speaking of Death . . . Be careful with the values you put into Jump Velocity. There is fall damage for falls greater than 15m so while you can launch yourself into space with a jump velocity of 7000, your character will die upon impact.
Full documentation of this feature can be found here: https://docs.ue4ss.com/dev/feature-overview/live-view.html