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发表于 2024-8-14 22:56:58
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郁金香灬游戏外挂技术
官方网址 www.yjxsoft.com
VS2017+win10 64位 环境
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学习目标:
UE4,UE5,UI蓝图与UI控件的关系
int offset_UI_List = sizeof(UUserWidget);
{
char buf[2048];
sprintf_s(buf, "yjx:offset_UI_List=%X", offset_UI_List);
OutputDebugStringA(buf);
}
offset_UI_List=3F8 //蓝图保存UI控件对象的偏移
C:\Users\1980\Documents\Unreal Projects\UE4272Project\
C:\Users\1980\Documents\Unreal Projects\UE4272Project\Intermediate\Plugins\NativizedAssets\Windows\Game\Source\NativizedAssets\Public
项目目录\Intermediate\Plugins\NativizedAssets\Windows\Game\Source\NativizedAssets\Public
class UNewWidgetBlueprint1_C__pf503790866 : public UUserWidget
{
public:
GENERATED_BODY()
UPROPERTY(BlueprintReadWrite, Export, meta=(DisplayName="Button_1", Category="NewWidgetBlueprint1", OverrideNativeName="Button_1"))
UButton* bpv__Button_1__pf; //sizeof(UUserWidget) 这个偏移开始 全是UI控件对象的指针
UPROPERTY(BlueprintReadWrite, Export, meta=(DisplayName="Button_2", Category="NewWidgetBlueprint1", OverrideNativeName="Button_2"))
UButton* bpv__Button_2__pf;
UPROPERTY(BlueprintReadWrite, Export, meta=(DisplayName="Button3", Category="NewWidgetBlueprint1", OverrideNativeName="Button3"))
UButton* bpv__Button3__pf;
UPROPERTY(BlueprintReadWrite, Export, meta=(DisplayName="Button_033_11", Category="NewWidgetBlueprint1", OverrideNativeName="Button_033_11"))
UButton* bpv__Button_033_11__pf;
UPROPERTY(BlueprintReadWrite, Export, meta=(DisplayName="CheckBox_0", Category="NewWidgetBlueprint1", OverrideNativeName="CheckBox_0"))
UCheckBox* bpv__CheckBox_0__pf;
UPROPERTY(BlueprintReadWrite, Export, meta=(DisplayName="CheckBox_1", Category="NewWidgetBlueprint1", OverrideNativeName="CheckBox_1"))
UCheckBox* bpv__CheckBox_1__pf;
UPROPERTY(BlueprintReadWrite, Export, meta=(DisplayName="CheckBox_2", Category="NewWidgetBlueprint1", OverrideNativeName="CheckBox_2"))
UCheckBox* bpv__CheckBox_2__pf;
UPROPERTY(BlueprintReadWrite, Export, meta=(DisplayName="MyButton_0", Category="NewWidgetBlueprint1", OverrideNativeName="MyButton_0"))
UMyButton* bpv__MyButton_0__pf;
UPROPERTY(BlueprintReadWrite, Export, meta=(DisplayName="TextBlock_0", Category="NewWidgetBlueprint1", OverrideNativeName="TextBlock_0"))
UTextBlock* bpv__TextBlock_0__pf;
UPROPERTY(Transient, DuplicateTransient, meta=(OverrideNativeName="K2Node_DynamicCast_AsMy_Button"))
jx:offset_UI_List=3F8
yjx:Parent>0000023074315600:<Button3,Button>-><WidgetTree,WidgetTree> -><NewWidgetBlueprint1_C_0,NewWidgetBlueprint1_C> -><GameInstance_0,GameInstance> -><UnrealEdEngine_0,UnrealEdEngine> -></Engine/Transient,Package>
yjx:Parent>0000023074329D00:<TextBlock_0,TextBlock>-><WidgetTree,WidgetTree> -><NewWidgetBlueprint1_C_0,NewWidgetBlueprint1_C> -><GameInstance_0,GameInstance> -><UnrealEdEngine_0,UnrealEdEngine> -></Engine/Transient,Package>
yjx:Class>0000023074315600:Button3->Button ->Class
yjx:Class>0000023074329D00:TextBlock_0->TextBlock ->Class
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