#Opening and editing blueprints.

13 messages · Page 1 of 1 (latest)

carmine nimbus
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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 :)

broken estuary
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You cant edit them in UE because their compiled into bytecode basically

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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

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But you would have to make the game use the child asset instead of the main one also

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Other than that you could edit the original with a hex editor like 010 or hxd

carmine nimbus
weary patrol
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wdym by shuffle times play after AOA?

rough panther
broken estuary
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if you wanted to remove shuffle time im sure you could hook GetShuffleTimeOccurPercent() in the btl calc actor BP_BtlCalc_C

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and then just return 0

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you could probably also just hook StartShuffleTime() and make it return nothing

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which would in theory never start the shuffletime even if it was supposed to occur

carmine nimbus
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that's a solution though not a perfect one