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raider3.5's Introduction

Hello There!

  • I'm Kemo, a 20 year old programmer who converts any caffeine drink to code or a readable IDA pro pseudo code, primarily uses C++. but i also have past experience with haxe - c# - javascript and rust, i mod software and mainly games to make them cooler and more enjoyable. I used to mod fortnite and friday night funkin' in the past too!. if you are interested in more about my skills and projects you can check my portfolio.

  • Currently I'm studying at the Faculty of Commerce, i live in Egypt (where internet is limited and expensive) hence i am looking for a job to secure some money, since open sourcing everything doesn't really help me financially ¯\_(ツ)_/¯.

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I am very open for project ideas, commissions, donations, etc...

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raider3.5's Issues

Get rid of rand() in Abilities.h

One last comment Kemo here it is hope this helps!!

Consider using a random number generator from the C++ standard library to generate the Handle for a new FGameplayAbilitySpec, instead of using the rand() function. This would make the code more portable and easier to maintain.

#pragma once

#include "Native.h"

#include <algorithm>
#include <random>

namespace Abilities
{
    struct AbilitySystemComponent
    {
        static FGameplayAbilitySpec* findAbilitySpecFromHandle(const UAbilitySystemComponent& abilitySystemComponent, const FGameplayAbilitySpecHandle& abilityHandle)
        {
            const auto& activatableAbilities = abilitySystemComponent.ActivatableAbilities.Items;

            const auto it = std::find_if(
                activatableAbilities.begin(),
                activatableAbilities.end(),
                [&](const FGameplayAbilitySpec& spec) { return spec.Handle.Handle == abilityHandle.Handle; }
            );

            return it != activatableAbilities.end() ? &*it : nullptr;
        }

        static void consumeAllReplicatedData(const UAbilitySystemComponent& abilitySystemComponent, const FGameplayAbilitySpecHandle& abilityHandle, const FPredictionKey& abilityOriginalPredictionKey)
        {
            // FGameplayAbilitySpecHandleAndPredictionKey toFind { AbilityHandle, AbilityOriginalPredictionKey.Current };

            // auto MapPairsData = AbilitySystemComponent->AbilityTargetDataMap;
        }
    };

    struct PlayerPawn
    {
        static bool tryActivateAbility(const UAbilitySystemComponent& abilitySystemComponent, const FGameplayAbilitySpecHandle& abilityHandle, bool inputPressed, FPredictionKey& predictionKey, FGameplayEventData& triggerEventData)
        {
            const auto abilitySpec = AbilitySystemComponent::findAbilitySpecFromHandle(abilitySystemComponent, abilityHandle);

If you need me for anymore look overs LMK
Thanks OperativeA115 - C++ / C Programmer

Fixes inside of UE4.h

Hey Kemo hope these little finds will help you and your code. Very nice job on it :)

  1. Follow the C++ style guidelines. This will make the code more consistent and easier to read for other developers. For example, you can use camelCase for variable and function names instead of using underscores.

  2. Use const where applicable. For example, you can declare functions that don't modify any state as const. This will prevent accidental modification of state and make the code more readable.

  3. Use std::unique_ptr or std::shared_ptr instead of raw pointers. This will help prevent memory leaks and make the code more readable.

  4. Use more descriptive names for variables and functions. For example, instead of using CreateCheatManager you can use CreateFortCheatManager to make it clear that the function is creating a Fort cheat manager.

  5. Use C++11 features, such as range-based for loops, to make the code more concise and readable. For example, instead of using a traditional for loop to iterate over a vector, you can use a range-based for loop like this:

for (const auto& Building : ExistingBuildings)
{
    // Do something with Building
}
  1. Use modern C++ features, such as type aliases, to make the code more concise and readable. For example, instead of using std::array<UFortWeaponRangedItemDefinition*, 6> you can define a type alias like this:
using PlayerLoadout = std::array<UFortWeaponRangedItemDefinition*, 6>;
  1. Use the C++ standard library instead of using C-style functions like strlen and strtoul. For example, instead of using strlen you can use std::string::size like this:
const auto end = const_cast<char*>(pattern) + std::strlen(pattern);
  1. Use more descriptive variable names. For example, instead of using tab

Again this is just a few of the issues you can fix in the code there are more but they are not important to stability
Thanks OperativeA115 - C++ / C Programmer

Stairs breaking on its own while building up

Expected Behavior

  • The Stairs build normally without breaking

Current Behavior

  • The stairs breaks by itself while building up

Steps to Reproduce

  • Join or host a match

  • Sprint while building ramps

  • It doesn't happen all the time im not exactly sure what causes it

Issue

You can kill people in the spawn island pls fix that!

Fails to compile

error C2666: 'SDK::FGuid::operator ==': overloaded functions have similar conversions on UE4.h at line 100
error C2666: 'SDK::FVector::operator ==': overloaded functions have similar conversions on Inventory.h at line 76, 185, 197, 324, 374, 406, 482

My friends cant join my hamachi server

Every time I try to host I send my friends my hamachi ip and every time they try to load in they just stays on the loading screen for like 30 seconds then they are sent back to the lobby the same thing happens if I try to join my friends please help I just want to play with my friends.

win game on spawn island

you can win on spawn island if everyone leaves besides you, just check if bus started then make the player win.

Bug with teams

Whenever you leave, for example in solos, and rejoin, it will create a new team and the old one is empty.

Bug

players disappear and reappear all the time

Spectator's camera isn't moving along with the Target's camera

Expected Behavior

The camera of whoever is spectating should rotate the same of who you are watching.

Current Behavior

The camera remains stuck without rotating.

Steps to Reproduce

  1. Join or host a match (you must have atleast two players in).
  2. Suicide in the match or get killed.
  3. Once you get put into Spectating state you can see the issue.

Crashing after kill (latest stable)

after a kill, the host client tends to crash maybe 50% of the time. I believe it has something to do with spectating being moved to replay mode functions and it just seems to fuck things up.

Weird pickup/inventory issue

When trying to pick up a weapon your backpack will be full if you are holding your pickaxe, but with any other weapon it is able to be picked up.

Idk if this is a bug with this build of the game or something able to be fixed.

How to Reproduce bug:
Join a match (doesn't matter how many players are on the server)
Drop a weapon
Equip your pickaxe and try to pick the weapon up

can i use 3.1

the sdk is for 3.1, think its possible to use 3.1?

Suggestion: Respawn wait

Try sleeping for 5 seconds in a different thread to achieve the respawn time that later builds have

Vectors should be made private

The UFunctionHooks::toHook and UFunctionHooks::toCall vectors should be made private, since they are implementation details of the UFunctionHooks namespace and should not be accessed directly by external code. Just a heads up kinda!

THIS IS LOCATED IN UFunctionHooks

#define DEFINE_PEHOOK(ufunctionName, func)                           \
    toHook.push_back(UObject::FindObject<UFunction>(ufunctionName)); \
    toCall.push_back([](UObject * Object, void* Parameters) -> bool func);

    auto Initialize()
    {
        DEFINE_PEHOOK("Function GameplayAbilities.AbilitySystemComponent.ServerTryActivateAbility", {
            auto AbilitySystemComponent = (UAbilitySystemComponent*)Object;
            auto Params = (UAbilitySystemComponent_ServerTryActivateAbility_Params*)Parameters;

            Abilities::TryActivateAbility(AbilitySystemComponent, Params->AbilityToActivate, Params->InputPressed, &Params->PredictionKey, nullptr);

            return false;
        })

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