Tekken Dlc Unlocker

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Solana Axton

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Aug 3, 2024, 4:22:49 PM8/3/24
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Universal Unreal Engine 4 Unlocker (which uses version numbering v4.x, described elsewhere on this site) is for games using Unreal Engine v4.11 or higher. Universal Unreal Engine 5 Unlocker(which uses version numbering v5.x, described on this page) is for games using Unreal Engine v5.1 or higher.

The Universal Unreal Engine 5 Unlocker is in its early stages as there are only a few games out there released with Unreal Engine v5.1. I try to make it compatible with as muchgames as possible but it's not possible for me to update it for every tiny indie game out there which is released as a demo version. If you tested UUU v5 with a game and it works, please let me know so I can put it on the list below. I'll do as I did with v4, which is slowly gather enough matching patterns so it matches with the majority of gamesout there. But as it's early days with Unreal Engine v5, it is a work in progress.

If you click Select and the game process isn't shown, even though you know it's running, it's likely the game runs as administator and you therefore have to run the UuuClient.exe also as administrator: right-click the UuuClient.exe and select 'Run as Administrator' or create a shortcut to the exe on your desktop, right-click it, select Properties and on the Shortcut tab, select Advanced..., then check the 'Run as Administrator' checkbox and click OK.

After you've successfully injected the dll, you'll get a series of notification windows in the top left corner of your game window which some info regarding what the UUU is doing. You can now switch to the Available features tab to see which features of the UUU are available with the game you're using it with.

The Dump object info button can be used to dump all active object names, their structure, functions, properties and the addresses in memory to a text file on disk. This feature is helpful for people who want to use cheat engine with the game at hand. See for more info the object dumping section below.

The Dump CVars button can be used to to dump all available cvars (console variables) and console commands, with their names, current value (in the case of cvars) and the help text associated with them, to a text file. This can help with tweaking games using the console. See for more info the cvar dumping section below.

The camera smoothing options are for when you want to record a video by flying through the game world and control the camera manually, so not through acamera path. Normally the input to the camera system will be used instantly and you see an effect immediately. However for videos it's often desired tohave a smoother camera movement than what's needed when you position the camera for a shot.

The camera smoothing options will give you the ability to control how much of the input you're giving to the camera system is used in future frames so it's creating a smoother experience; e.g. if you set the movement interpolation factor slider to 100 (default is 1), the input given to move the cameraforward is used over 100 frames and is slowly flowing away to 0 after you stop giving input to move forward.

Additionally if you first move forward and then move to the right, with the default setting of 1 the camera will first move forward and then immediately move to the right. However with an interpolation factor of e.g. 100 it'll smoothly move to the right, more in a curve than straight away. This givessmooth movement and rotations of the camera. For the Field of View there's also an interpolation factor, which can be used to smoothly zoom in/out so it's less 'jerky' when you try to zoom in/out.

Try to combine the values for the smoothing factors with lower/higher values for movement and rotation speed to find the ideal setup for your recording. It'slikely you want a higher interpolation factor for movement than for rotation and FoV.

There are four camera shake factors you can configure to introduce camera shake for normal camera movement: Shake frequency for both movement and rotation, Shake movement strength and Shake rotation strength. For screenshots these factors are not interesting, but for hand-shot video, e.g. in combination with the interpolation factors, they can give a more natural appealing footage.

The Shake movement frequency and Shake rotation frequency control how fast the movement and rotation shake factors change direction. The higher the value the faster they'll 'shake'. TheShake movement strength controls the amount of movement shake will be added to the camera location in the up/down/left/right/front/back directions. The Shake rotation strengthcontrols the amount of rotation shake will be added to the camera orientation in pitch/yaw/roll.

The strength will be applied equally among all directions and rotations. Try to experiment with which values work best for the speed you move your camera; a faster moving cameracould use a camera shake with higher strengths than a slow moving camera. Good starting values are 1.5-2 for the frequencies and 0.4-0.5 for the strengths. Setting the sliders to 0will remove all shake factors from the camera.

It might be the game shows the menu when you alt-tab to another window. To prevent this, the UUU has two methods to block the notification to the game window that you've alt-tabbed away, and they're named Method A and Method B. In general, if your game doesn't show the menu when you alt-tab away to another window, leave this option to None. Method A uses a simple block mechanism inside the engine and keeps telling the game that it has the focus. It depends on the game if this works or not, but if it does, it likely doesn't lead to any glitches so first try this method.

By default the UUU selects the MatineeTimeDilation value in the engine for pause. This works for the majority of games. However sometimes this valuedoesn't work or gives odd results and instead it should choose the TimeDilation value to pause the game. This option allows you to change this manually: choose TimeDilation if the game doesn't work or behaves wrongly when pressing the PageDown key to pause the game.

By default the UUU pauses the engine with a (matinee) time dilation of 0.0. However some games crash with that value. In that case, please check this checkbox to make the UUU use the engine's default minimum value which is usually 0.0001. The UUU doesn't use this as the default because in some games a value of 0.0001 causes cloth/hair physics to go bezerk. And we can't have bezerk hair/clothing, it's not the 1990-ies anymore!

By default the UUU uses a low-level pause for UWorld::IsPaused (by default activated using Numpad 0). If you want to use the default engine pause function instead, check this checkbox. Checking this checkbox might cause the game to bring up the pause menu however. If the UWorld::IsPause function isn't found, the UUU will always use the default engine pause instead.

When the aspect ratio changes (e.g. you resize the window or the UUU removes the letter/pillar boxing constraints), the engine will either extend the image in the horizontal direction or vertical direction or keep the same image and zoom in. You can control what happens with this setting.

By default Unreal Engine v5.2 or earlier uses Maintain X (horizontal) FOV, so the game zooms in when the aspect ratio becomes wider and zooms out when the aspect ratio becomes narrower. Unreal Engine v5.3 changes this to Maintain Y (vertical) FOV. This might not be a good fit for your monitor setup with a particular game. With this setting you can override what the game is doing and control it yourself.

On the Configuration tab you'll find the Save configuration as default button. This button will save the current configuration (settings, key bindings,gamepad bindings, theme) as the default for the UUU, so it'll use these settings next time you use the UUU with a game you haven't used the UUU with before. It's not going to overwrite the settings for games you already have used with the UUU, as these have their own settings already set.

There are many commands to choose from. Not all of them work. E.g. god or fly might say they're activated but chances are they're not doing anything. Commands like fov 50 (to set the FoV to 50 degrees, default is likely 80), pause (to toggle the pause of the game) and a lot of console variables do work. In Unreal Engine 5 the cheat manager object isn't instantiated like it was in Unreal Engine 4, so commands like toggledebugcamera aren't working at this moment.

For more information about tweaking UE5 games, please see the Tweaking Unreal Engine 4 Games guide on the Framed Screenshotting Community site for more info about what commands you could use to make the game look even better. For an interactive list of all Unreal Engine 5.1 commands and variables, please check the UE5 command page on the framed site

The Unreal Engine console supports copy / paste of text. This is a great help if you want to execute multiple commands and have to type them in every time. Additionally, it supports multiple commands on the same line, where you separate the commands with the character. Combined with copy/paste you cancreate long strings of commands in a text file and copy/paste them over to execute all the commands in one go.

Npc animation speed might crash your game or cause enemies to disappear. It's key to first use the Npc animation speed before pausing Npc's as it might bethe game you're using the UUU with can't deal with an animation speed of 0. It also might be the feature doesn't affect certain characters in your game. This is likely because these characters aren't deriving from the Unreal Engine's Pawn class.

The post-processing tab offers a way to control a variety of post-processing effects of the engine. It depends on the game's engine version (the higher, the better), and if the gameuses a given feature to make a setting have any effect.

You'll notice there are even more settings available in the engine. I've implemented support for the ones that made sense in a real-time game environment (hence why there are no path tracing settings).

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