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Buggy defaultproperties for stripped Killing Floor 1 packages #40
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Thanks for reporting this issue. Unfortunately both those issues are blocked by the lack of linking packages that are listed as "imports" within the particular package. i.e. whether FireModeClass is an array or not cannot be determined without looking up the property in the importable packages, unless more than one element is being assigned. Although it should be possible to address this issue in certain circumstances PanelClass Same issue, but this can be resolved manually by configuring predefined property types. Check options in UE Explorer. OnCreateComponent Can you clarify this issue? I'm not sure what you mean by the "commented section" |
Ehh, gotcha. It adds 1-2 steps of class checking, but not a big deal.
Your decompiler prints this. begin object name=SaleBox class=GUI_BuyMenuSaleListBox
OnCreateComponent=InternalOnCreateComponent
....
object end
// Reference: GUI_BuyMenuSaleListBox'GUI_BuyMenuTab.SaleBox'
SaleSelect=SaleBox Real code is: Begin Object Class=GUI_BuyMenuSaleListBox Name=SaleBox
OnCreateComponent=SaleBox.InternalOnCreateComponent
....
End Object
SaleSelect=GUI_BuyMenuSaleListBox'CsHDMut.GUI_BuyMenuTab.SaleBox' I guess it's the same issue, so nvm. |
I know this is a bit difficult to fix, but it takes too much time to manually do
batchexport
stripped pckages just fordefaultproperties
blocks, then compare and copy-paste them to UE Lib exported classes. Most of the timedefaultproperties
are fine, but in some cases your decompiler fails to show array contents / prints wrong subobject name.Example 1, weapon class:
This will compile fine and run, until you crash when try to shoot, since
FireModeClass
is a static array and code should be.Or, example 2,
GUIBuyMenu
/UT2k4MainPage
classes :should be:
And a subobject ,example 3:
Where
OnCreateComponent
,SaleSelect
should have names from commented section.The text was updated successfully, but these errors were encountered: