RE-UE4SS: [BUG - Release] Tales of Arise: Failed to find `GUObjectArray, FName::FName`, crash when using custom AOBs
Branch or Release v3.0.1
Game and Engine Version Tales of Arise 2023-12 update, UE 4.20
Describe the bug
Log file fills up with scan attempts, seems to keep failing with Failed to find GUObjectArray & Failed to find FName::FName(wchar_t*)
Game launches but UE4SS isn’t active.
I tried creating LUA files to find those signatures, but with these I get a fatal error, and UE4SS.log mentions that Lua script 'FName_Constructor.lua' did not return a valid address for FName::FName.
In the game EXE it looks like most FName uses are calling straight into some internal ctor that has 6 arguments, pattern below should be matching a 3 arg (thisptr / char* / flags) func, which then just calls into the 6 arg func - seems to match both char* and wchar_t* versions, not really sure why it’s not working here.
FName_Constructor.lua:
function Register()
return "40 53 48 83 EC 30 48 8B D9 48 85 D2 74 ?? 45 8B C8 C7 44 24 28 FF FF FF FF"
end
function OnMatchFound(MatchAddress)
return MatchAddress
end
GUObjectArray.lua:
function Register()
return "CC 4C 8B C9 4C 8D 15 ?? ?? ?? ?? 4C 89 11 45 84 C0"
end
function OnMatchFound(MatchAddress)
local LeaInstr = MatchAddress + 0x4
local NextInstr = LeaInstr + 0x7
local Offset = LeaInstr + 0x3
local AddressLoaded = NextInstr + DerefToInt32(Offset)
return AddressLoaded
end
About this issue
- Original URL
- State: closed
- Created 4 months ago
- Comments: 18
Ah right, well for now here’s the current files to let ToA work in case anyone else wants to use UE4SS with it:
UE4SS-v3.0.1-TalesOfAriseSteam.zip
(maybe in future will try building 4.20 and compare UEngine funcs with it…)
There is still a fatal error with the game pass ver though sadly, think it might be a separate thing to the LoadMap stuff though since log seems to stop a lot earlier (UE4SS.log), if I can figure how to get a dump from that I’ll post a new issue for it.