I'm looking into tweaking the game's results logic to have shuffle times play after AOAs and I'm finding a lot of references to blueprints in the files. How would I open these blueprints in UE and edit them? I know they're UE's scripting stuff but I've never used Unreal and tbh I had enough trouble trying to get a uasset out of the game so I would appreciate some help with this :)
#Opening and editing blueprints.
13 messages · Page 1 of 1 (latest)
You cant edit them in UE because their compiled into bytecode basically
You could make a dummy asset with the same parent and name using an sdk dump and then make a child blueprint of the dummy to override properties or functions
But you would have to make the game use the child asset instead of the main one also
Other than that you could edit the original with a hex editor like 010 or hxd

wdym by shuffle times play after AOA?
Similar to what I was mentioning, having shuffle time occur after the AoA results splash screen rather than immediately following the AoA animation ending.
if you wanted to remove shuffle time im sure you could hook GetShuffleTimeOccurPercent() in the btl calc actor BP_BtlCalc_C
and then just return 0
you could probably also just hook StartShuffleTime() and make it return nothing
which would in theory never start the shuffletime even if it was supposed to occur
that's a solution though not a perfect one