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ue-hook-blueprints hook functions in cooked blueprints

Inspired by https://github.com/bananaturtlesandwich/spaghetti

Guide

  • Create an unreal project with the same engine version as your cooked asset
  • In unreal engine create an asset with the exact name and path of the blueprint you want to hook
    • To figure out the structure of the blueprint you want to hook use UE4SS to dump the CXX headers
  • Create a function with the exact same signature as the function you want to hook, name it hook_{NAME} with {NAME} being the original name.
  • To call the original function from your hooked function create a function with the exact same signature and name it orig_{NAME}, you can leave the function empty.
  • You can access any function and variable inside your hooked function from the blueprint you're overriding, but you cannot add any new variables.
  • Under "Project Settings" > "Packaging" disable "Use Pak File", "Use Io Store" and "Use Zen Store".
  • Package your project using configuration "Shipping"
  • Run this tool on your asset and the original game asset
  • Use repak or retoc to create a modded .pak or .utoc

For a full example check my expedition 33 coop mod

Usage

Description:
  Hook blueprint functions

Usage:
  ue-hook-blueprints <hook> <original> [options]

Arguments:
  <hook>      the hook-containing blueprint
  <original>  the original blueprint

Options:
  --output <output>                                                 blueprint output, default: overwrite hook
  --ueversion                                                       unreal engine version [default: VER_UE5_4]
  <UNKNOWN|VER_UE4_0|VER_UE4_1|...|VER_UE5_3|VER_UE5_4|VER_UE5_5>
  --mappings <mappings> (REQUIRED)                                  unversioned properties
  --version                                                         Show version information
  -?, -h, --help                                                    Show help and usage information

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