--UEInfoScanner and UEInfoStructureDissect are licensed under the MIT License by Eric Heijnen / Cheat Engine --https://github.com/cheat-engine/UnrealEngineTools local function log(str) if UEngine==nil then UEngine={} UEngine.processid=getOpenedProcessID() end if UEngine.log==nil then UEngine.log='' end UEngine.log=UEngine.log..str..'\n\r' end function UObject_getName(UObjectAddress) if UEngine==nil or UEngine.UObject==nil or UEngine.UObject.Name==nil or UEngine.IndexToName==nil then return nil,'UEngine.UObject.Name not initialized yet' end --make sure it's an UObject. e.g UField is, but FField is not local vftableptr=readPointer(UObjectAddress) if vftableptr and vftableptr>=getAddress(process) and vftableptr> 32 local name=UEngine.IndexToName[i&0xffffffff] if name and number>0 then name=name..'_'..number end return name end end function UObject_enumProperties(address) local class=readPointer(address+UEngine.UObject.Class) if class then return UClass_enumProperties(class) else return nil,'Failure to read class field' end end function UClass_enumProperties(class,usealt,r) --get the parent fields as well? (remove duplicates) if not r then r={} end if UEngine.UClass.SuperStruct then local super=readPointer(class+UEngine.UClass.SuperStruct) if super then UClass_enumProperties(super,usealt,r) end end local p if not usealt then p=readPointer(class+UEngine.UClass.PropertyLink) end if p==nil or p==0 then --maybe time to swap p=readPointer(class+UEngine.UClass.PropertyLinkAlt) end if p and p~=0 then while p and p~=0 do e={} local v=readInteger(p+UEngine.FProperty.Name) local name=UEngine.IndexToName[v] if v and name then local offset=readInteger(p+UEngine.FProperty.Offset) e.offset=offset e.propertyAddress=p local c=readPointer(p+UEngine.FProperty.Class) if c==nil then return nil,'c was nil' end local nameIndex=readInteger(c+UEngine.FFieldClass.Name) if nameIndex==nil then return nil,'nameIndex==nil' end e.propertyType=UEngine.IndexToName[nameIndex] if UEngine.FProperty.Size then e.size=readInteger(p+UEngine.FProperty.Size) end r[name]=e --override even if it existed end p=readPointer(p+UEngine.FProperty.PropertyLinkNext) end return r else return nil,'No propertylink found' end end function getSuperListFromField(FieldAddress) if isVTable(readPointer(FieldAddress)) then local Names={} local nameindex=readQword(FieldAddress+UEngine.FField.Name) local name=UEngine.IndexToName[nameindex] if name then local class=readPointer(FieldAddress+UEngine.FField.Class) while class and class~=0 do nameindex=readQword(class+UEngine.FFieldClass.Name) if nameindex==nil then return nil end name=UEngine.IndexToName[nameindex] if name==nil then return nil end table.insert(Names,name) class=readPointer(class+UEngine.FFieldClass.SuperClass) end return Names end end end function testIfSuperStructOffset(classAddress, offset) local depth=0 local super={} local class=readPointer(classAddress+offset) while class and (class~=0) do local n=UObject_getName(class) if n then table.insert(super, n) else return nil --a bad classname end local newclass=readPointer(class+offset) if newclass==class then return nil end --points to itself (found Class, needed SuperClass) class=newclass depth=depth+1 if depth>20 then return nil end --endless loop end return super end function getSuperListFromObject(ObjectAddress) --get the class local super={} local class=readPointer(ObjectAddress+UEngine.UObject.Class) while class and class~=0 do local n=UObject_getName(class) if n then table.insert(super, n) else return nil --a bad classname end class=readPointer(class+UEngine.UClass.SuperStruct) end return super end function GetLinkedListSize(p,LinkOffset) local c=0 repeat p=readPointer(p+LinkOffset) if p and p~=nil and p~=0 then c=c+1 end until p==nil or p==0 or c>100000 return c end function UEngine_findStructureStart(address) address=address & 0xfffffffffffffff8 c=0 while c<100 do local p=readPointer(address) if p==nil then return nil,'encountered unreadable memory' end if isVTable(p) then return address end address=address-8 c=c+1 end end function findGameInstanceFPropertyAndFields(t) --note: in older UE games a property is an UObject if not UEngine.UGameEngine then return nil,'Find UGameEngine and GameEngineClass first' end if not UEngine.GameEngineClass then return nil,'Find the GameEngineClass first' end local index=UEngine.NameToIndex['GameInstance'] local ms=createMemScan() --todo: make aobscanarrays (multiple) allow multiple results ms.VarType=vtQword ms.ScanValue=index ms.Fastscanmethod=fsmAligned ms.Fastscanparameter=4 log('scanning GameInstance') ms.scan() local r=ms.Results local errstr=ms.ErrorString ms.destroy() ms=nil if errstr~='' then return nil,errstr end if #r==0 then return nil,'Failure finding references to the GameInstance FProperty' end local goodrangestart=getAddress(process) local goodrangestop=getAddress(process)+getModuleSize(process) local bases={} local nameoffsets={} --to verify for i=1,#r do --find the structure start of each result, if possible (look up to 10 pointers back for a vtable, but keep in mind there can be more) local base=UEngine_findStructureStart(r[i]) --scan for a vftable. a vftable is a pointer to a list in the module, and each pointer in that list is a pointer to an executable address (doesn't have to be .text) if base then table.insert(bases,base) table.insert(nameoffsets,r[1]-base) end end --now scan these bases for a pointer to GameEngineClass. Likely the offset will be close to the base as it's also in FField (lowest offset wins if multiple matches) local FPropertyOwnerOffset local GameInstanceFProperty for i=1,#bases do for j=1,32 do if readPointer(bases[i]+j*8) & 0xfffffffffffffff0==UEngine.GameEngineClass then --ue 4.26 and 5 (UE5 used the lowest bits to set if it's an Object or Field, 4.26 used a byte with padding. if FPropertyOwnerOffset then if FPropertyOwnerOffset>j*8 then FPropertyOwnerOffset=j*8 GameInstanceFProperty=bases[i] end else FPropertyOwnerOffset=j*8 GameInstanceFProperty=bases[i] end break end end end if GameInstanceFProperty then --found it! --parse it for some useful stuff UEngine.FProperty={} UEngine.FProperty.Owner=FPropertyOwnerOffset local potentialPropertyLists={} --FProperties have multiple lists for i=1,64 do local p=GameInstanceFProperty+i*4 local pp=readPointer(p) local pi=pp & 0xffffffff if isVTable(pp) then break --another object starts here end if UEngine.FProperty.Name==nil then if pi==index then UEngine.FProperty.Name=i*4 end end if (UEngine.FProperty.Offset==nil) and (pi>8) and (pi<0x9000) and ((pi & 7) == 0) then --could be an offset to GameInstance local potentialGameInstanceObject=readPointer(UEngine.UGameEngine+pi) local name=UObject_getName(potentialGameInstanceObject) if name then --at least it has a name, check if it inherits from GameInstance local superlist=getSuperListFromObject(potentialGameInstanceObject) if superlist then for j=1,#superlist do if superlist[j]=='GameInstance' then UEngine.FProperty.Offset=i*4 end end end end end if (i & 0x1==0) and (pp & 0x7==0) then --pointer alignment if UEngine.FProperty.Class==nil then --check if it's a FObjectProperty Class --scan it for a name ending with Property (spoiler, it's ObjectProperty) for j=0,16 do local v=readQword(pp+j*4) local n=UEngine.IndexToName[v] if n then if n:endsWith('Property') then UEngine.FProperty.Class=i*4 --handy for validating future FProperties UEngine.FFieldClass={} UEngine.FFieldClass.Name=j*4 break end end end if UEngine.FProperty.Class and UEngine.FFieldClass.Name then --found the class just not. --find SuperClass in FFieldClass (SuperClass is the same type as FFieldClass, so name is in the same spot) local pf=readPointer(GameInstanceFProperty+UEngine.FProperty.Class) for j=0,16 do local v=readPointer(pf+j*8) if v then local v2=ReadQword(v+UEngine.FFieldClass.Name) if v2 then local name=UEngine.IndexToName[v2] if name and (name:endsWith('Property') or name:endsWith('PropertyBase') or name=='Field') then UEngine.FFieldClass.SuperClass=j*8 --found it break end end end end end end table.insert(potentialPropertyLists, i*4) --to be checked against name, and propertyclass later end end if UEngine.FProperty and UEngine.FFieldClass and UEngine.FFieldClass.Name and UEngine.FProperty.Class and UEngine.FProperty.Name and UEngine.FProperty.Owner then --now process the potentialPropertyLists. We have enough FProperty field info to determine if it's validish or not. Some of them are meh, and some of them contain everything including super class properties --... UEngine.FField={} UEngine.FField.Class=UEngine.FProperty.Class UEngine.FField.Owner=UEngine.FProperty.Owner UEngine.FField.Name=UEngine.FProperty.Name local PropertyLinkNextOffset local BestPropertyCount for i=1,#potentialPropertyLists do --scan, but stop when a vtable is encountered (most properties are allocated next to eachother) local p=readPointer(GameInstanceFProperty+potentialPropertyLists[i]) local superlist=getSuperListFromField(p) --handle P as a field --UE5 : Property->Field (Done) --UE4 : Property->Field->Object if superlist and ( ((#superlist>=2) and (superlist[#superlist]=='Field') and (superlist[#superlist-1]=='Property')) or ((#superlist>=3) and (superlist[#superlist]=='Object') and (superlist[#superlist-1]=='Field') and (superlist[#superlist-2]=='Property')) ) then local c=GetLinkedListSize(GameInstanceFProperty, potentialPropertyLists[i]) if PropertyLinkNextOffset==nil or c>BestPropertyCount then PropertyLinkNextOffset=potentialPropertyLists[i] BestPropertyCount=c end end end UEngine.FProperty.PropertyLinkNext=PropertyLinkNextOffset --scan the GameEngineClass for properties (todo: maybe also add a few others) local PropertyLinkOffset BestPropertyCount=0 local altoffset for i=1,100 do local p=readPointer(UEngine.GameEngineClass+i*8) if isVTable(p) then break end local superlist=getSuperListFromField(p) if superlist and ( ((#superlist>=2) and (superlist[#superlist]=='Field') and (superlist[#superlist-1]=='Property')) or ((#superlist>=3) and (superlist[#superlist]=='Object') and (superlist[#superlist-1]=='Field') and (superlist[#superlist-2]=='Property')) ) then local c=GetLinkedListSize(p, UEngine.FProperty.PropertyLinkNext) if PropertyLinkOffset==nil or c>=BestPropertyCount then altoffset=PropertyLinkOffset PropertyLinkOffset=i*8 BestPropertyCount=c end end end UEngine.UClass.PropertyLink=PropertyLinkOffset UEngine.UClass.PropertyLinkAlt=altoffset --find some property specific info (Property size field, and for BoolProperty the bitfields (01 00 bitmask bitmask for properties that have the same offset) local gameEngineProperties=UClass_enumProperties(UEngine.GameEngineClass) local sizes={} sizes[1]={} sizes[4]={} sizes[8]={} local bools={} for name, info in pairs(gameEngineProperties) do if info.propertyType=='FloatProperty' then if #sizes[4]<10 then table.insert(sizes[4],info.propertyAddress) end elseif info.propertyType=='IntProperty' then if #sizes[4]<10 then table.insert(sizes[4],info.propertyAddress) end elseif info.propertyType=='ObjectProperty' then if #sizes[8]<10 then table.insert(sizes[8],info.propertyAddress) end elseif info.propertyType=='ClassProperty' then if #sizes[8]<10 then table.insert(sizes[8],info.propertyAddress) end elseif info.propertyType=='BoolProperty' then if #sizes[1]<10 then table.insert(sizes[1],info.propertyAddress) end if bools[info.offset]==nil then bools[info.offset]={} end table.insert(bools[info.offset], info.propertyAddress) end end for i=2,64 do local foundsize=true for size,addresslist in pairs(sizes) do for j=1,#addresslist do if readInteger(addresslist[j]+i*4)~=size then foundsize=false break end end if foundsize==false then break end end if foundsize then UEngine.FProperty.Size=i*4 break end end --now try to find the bitfields local multibitfields={} local couldbefullbyte=false for offset,addresslist in pairs(bools) do if #addresslist>1 then table.insert(multibitfields,addresslist) --guaranteed to have 1 bit sized entries end end if #multibitfields==0 then --bah, it's all single bit fields... Just use these then couldbefullbyte=true for offset,addresslist in pairs(bools) do table.insert(multibitfields,addresslist) end end local startIndex=UEngine.FProperty.PropertyLinkNext // 8+1 --it starts after the normal property definition ( local isSingleBit={} isSingleBit[1]=true isSingleBit[2]=true isSingleBit[4]=true isSingleBit[8]=true isSingleBit[16]=true isSingleBit[32]=true isSingleBit[64]=true isSingleBit[128]=true for i=startIndex,64 do local foundbitmaskfield=true for j=1,#multibitfields do for k=1,#multibitfields[j] do local v=readInteger(multibitfields[j][k]+i*4) local b1=v & 0xff if b1~=1 then foundbitmaskfield=false break end local b2=(v >> 8) & 0xff if b2~=0 then foundbitmaskfield=false break end local b3=(v >> 16) & 0xff; if not isSingleBit[b3] then if (couldbefullbyte==false) or (b3~=0xff) then foundbitmaskfield=false break end end local b4=(v >> 24) & 0xff; if not isSingleBit[b4] then if (couldbefullbyte==false) or (b4~=0xff) then foundbitmaskfield=false break end end end if foundbitmaskfield==false then break end end if foundbitmaskfield then UEngine.FProperty.BitMaskField=i*4 UEngine.FProperty.ObjectClassType=i*4 --same offset (e.g ObjectClassType for the property GameInstance is a pointer to the GameInstanceClass break end end --Obtained everything needed return true, 'success' else return nil,'Not all needed fields where found' end else return nil, 'Failed finding GameInstanceFProperty' end return nil,'huh?' end function FindGEngine(t) --some options: Parse the whole object table , or signature scan. Trying the sigscan method first as it can be done without injection if UEngine.UObject.Name==nil then return nil,'UEngine.UObject.Name==nil' end local index=UEngine.NameToIndex['GameEngine'] --local altindex=UEngine.NameToIndex['OakGameEngine'] --alternate option (inherits from gameengine) if index==nil then return false, "failure finding GameEngine string" end local ms=createMemScan() local start,stop mstart=getAddress(process) mstop=mstart+getModuleSize(process) ms.VarType=vtGrouped ms.Fastscanmethod=fsmAligned ms.Fastscanparameter=8 -- ms.Scanvalue='p:S w:'..(UObject.Name-8)..' 4:'..NameToIndex['OakGameEngine'] --ms.Scanvalue='p:S w:'..(UObject.Name-8)..' 4:'..NameToIndex['GameEngine'] --doing a range scan is faster that a p:S scan ms.Scanvalue='8r:'..mstart..'-'..mstop..' w:'..(UEngine.UObject.Name-8)..' 4:'..UEngine.NameToIndex['GameEngine'] ms.ScanWritable='scanInclude' ms.ScanExecutable='scanExclude' ms.ScanCopyOnWrite='scanExclude' ms.scan() log('FindGEngine: Starting scan for '..ms.Scanvalue) ms.waitTillDone() log('FindGEngine: Scan finished') sleep(1000) ms.nextScan() local r=ms.Results local r2 if t and t.terminated then return nil end ms.destroy() ms=nil log('FindGEngine: Next scan finished') if #r>=1 then r2={} for i=1,#r do if isVTable(readPointer(r[i])) then --todo: check classname for the name 'GameEngine' which itself has a classname of 'Class' (or the Superclasses named Engine->Object->nil pointer --still here table.insert(r2,r[i]) end end end r={} for i=1,#r2 do --the instantiated GEngine has a number for the name if readInteger(r2[i]+UEngine.UObject.Name+4)~=0 then table.insert(r,r2[i]) end end if #r>1 then return nil,'FindGEngine needs more refining' end if #r==0 then log('FindGEngine: No direct GEngine found') --no instance found, maybe it created a subclass if #r2>=1 then log('Searching deeper') for gei=1,#r2 do local PotentialGameEngineClass=r2[gei] --there is GameEngine , likely a GameEngine Class (Confirm by checking the class pointer name to be 'Class') --printf("subclass situation") local ClassClass=readPointer(r2[1]+UEngine.UObject.Class) --should be the default 'Class' Object if isVTable(readPointer(ClassClass))==false then goto continue --return nil,'Invalid ClassClass' end local ClassClassName=UObject_getName(ClassClass) if ClassClassName~='Class' then goto continue --return nil,'ClassClass type is not a class' end --still here, so this is indeed the gameengine class --find the superclass pointer which has the name "Engine" (need to know the offset for the scan already) if UEngine.UClass==nil then UEngine.UClass={} UEngine.UClass.Name=UEngine.UObject.Name UEngine.UClass.Class=UEngine.UObject.Class end for i=1,32 do local n=UObject_getName(readPointer(PotentialGameEngineClass+i*8)) --0x40 in borderlands 4 if n=='Engine' then --found the superstruct UEngine.UClass.SuperStruct=i*8 break end end --find the class that has the GameEngineClass as it's superstruct if UEngine.UClass.SuperStruct==nil then goto continue -- return nil,'UClass.SuperStruct==nil' end local ms=createMemScan() ms.VarType=vtGrouped ms.Fastscanmethod=fsmAligned ms.Fastscanparameter=8 --build a scanstring local sv='BA:8 8r:'..mstart..'-'..mstop local offset=8 if UEngine.UClass.Class0 then r=r3 found=true GameEngineClass=PotentialGameEngineClass break end end if found then break end ::continue:: end else return false,'No GameEngine found' end end if #r==0 then return nil,'No GameEngine instance found' end UEngine.UGameEngine=r[1] --GameEngine is found , lets try to find GEngine while we're (handy when the game restarts) ms=createMemScan() ms.VarType=vtQword ms.ScanValue=UEngine.UGameEngine ms.Startaddress=getAddress(process) ms.Stopaddress=getAddress(process)+getModuleSize(process) ms.scan() r=ms.Results if #r==1 then UEngine.GEngine=r[1] unregisterSymbol('GEngine') local n=getNameFromAddress(UEngine.GEngine,true,false,false) if n:find(extractFileNameWithoutExt(process)) then registerSymbol('GEngine',getNameFromAddress(UEngine.GEngine), true) end end ms.destroy() return true end function isInExecutableMainModuleMemory(address) if UEngine.ExecutableRanges==nil then UEngine.ExecutableRanges={} --alternatively, I could init the range by using the first UObjectList's first pointer and follow it to a executable code. Works for each list type as the first item is always a pointer if UEngine.VFTableInExecutableMemoryMethod==nil or UEngine.VFTableInExecutableMemoryMethod==2 then --method 1/nil: First executable code section --method 2: All executable code sections local sections=enumSectionsOfModule(process) --find the first executable section for i=1,#sections do if sections[i].IsCode and sections[i].IsExecutable then local e={} e.start=sections[i].Address e.stop=sections[i].Address+sections[i].Size table.insert(UEngine.ExecutableRanges,e) if UEngine.VFTableInExecutableMemoryMethod==nil then break end end end end if #UEngine.ExecutableRanges==0 then --worst case scenario local goodrangestart=getAddress(process) local goodrangestop=getAddress(process)+getModuleSize(process) local executablePageProtect={} executablePageProtect[PAGE_EXECUTE]=true executablePageProtect[PAGE_EXECUTE_READ]=true executablePageProtect[PAGE_EXECUTE_READWRITE]=true executablePageProtect[PAGE_EXECUTE_WRITECOPY]=true local mr=enumMemoryRegions() for i=1,#mr do if executablePageProtect[mr[i].Protect] and (mr[i].BaseAddress>=goodrangestart) and (mr[i].BaseAddress+mr[i].RegionSizeer[i].start and addressgoodrangestart and address #include #include typedef struct { int val1; int val2; int val3; int zero; } *pdata; __cdecl size_t ConvertRoutine(pdata data, unsigned long long address) { int r=1; //if (data->val1<100) return 0; //no tiny games if (data->zero) return 0; if (data->val3!=data->val1) return 0; if ((data->val2) != ((data->val1)-1)) return 0; //still here return 1; } __cdecl void ConvertBackRoutine(size_t input, unsigned long long address, unsigned char *output) { //nope } {$asm}]])if UObjectArray_Verifier_Type==nil and emsg then error(emsg) end UObjectArray_Verifier_Type.InternalOnly=true end function FindObjectArray(t) --and UObject name offset --for 4.26 > local r={} if UObjectArray_Verifier_Type==nil then InitializeUObjectArray_Verifier_Type() if UObjectArray_Verifier_Type==nil then return nil,'No verifier type' end end if UEngine.ObjectArray==nil then local ms=createMemScan() ms.VarType=vtGrouped --custom type only also works ms.Fastscanmethod=fsmAligned ms.Fastscanparameter=10 ms.Scanvalue='BA:8 c(UObjectArray Verifier Type):1 p:D' ms.Startaddress=getAddress(process) ms.Stopaddress=getAddress(process)+getModuleSize(process) ms.scan() ms.waitTillDone() r=ms.Results local errorstring=ms.ErrorString ms.destroy() ms=nil if t and t.Terminated then return false, 'UEInfoScannerThread terminated' end if #r==0 then return false,'Failed finding anything ('..errorstring..')' end if #r>1 then local r2={} --find the ones with for i=1,#r do if (readInteger(r[i])==0) or (readInteger(r[i])>100) then table.insert(r2,r[i]) end end r=r2 if #r>1 then r2={} for i=1,#r do if readInteger(r[i])>100 then table.insert(r2,r[i]) end end r=r2 r2={} --check if the first pointer pointed at is valid (there are currently 2 known types. Both both have a pointer at the first entry) for i=1,#r do local p=readPointer(r[i]+0x10) if p and readPointer(readPointer(p)) then table.insert(r2,r[i]) end end r=r2 if #r>1 then --more refining needed. (pick the one with the highest value or a deeper inspection of the array list) return false,'Needs more refining',r end end end else r={} r[1]=UEngine.ObjectArray end if t and t.Terminated then return false, 'UEInfoScannerThread terminated' end if #r==1 then UEngine.ObjectArray=r[1] --figure out some stuff local p=readPointer(UEngine.ObjectArray+0x10) if p then --get the first block --test what type of list this is. pointer list, or a (huge) list of ObjectArray entries if readByte(readPointer(p)) and readByte(readPointer(p+8)) then UEngine.ObjectArrayListType=0 --list of sequential pointers to ObjectArray entries p=readPointer(p) --p now points to the first object array entry else --list of Object entries (or the list is just 1 long. Maybe launched too soon?) UEngine.ObjectArrayListType=1 --check some more things, maybe it is just a short list local ObjectListAddress=readPointer(p) local FirstObject=readPointer(ObjectListAddress) local vftable=readPointer(FirstObject) if vftable then local f1,f2,f3=readPointer(vftable), readPointer(vftable+8), readPointer(vftable+16) if isInExecutableMainModuleMemory(f1) and isInExecutableMainModuleMemory(f2) and isInExecutableMainModuleMemory(f3) then --3 valid pointers to executable memory. Guess it's just a small list (single) UEngine.ObjectArrayListType=0 p=ObjectListAddress end end end local goodrangestart=getAddress(process) local goodrangestop=getAddress(process)+getModuleSize(process) --find the vtable executable section, take the first pointer (for now assume that the first entry of a structure is a pointer) local sections=enumSectionsOfModule(process) local object1=readPointer(p) local vftable=readPointer(object1) local firstfunctionaddress=readPointer(vftable) --get the address of the first function pointed at in the vftable for i=1,#sections do if firstfunctionaddress>=sections[i].Address and firstfunctionaddressclass->class->class->....) --note: Object0 tends to be /Script/CoreUObject local classPointerOffsetCount={} local nameoffsetcount={} local ClassNameIndex=UEngine.NameToIndex['Class'] if ClassNameIndex==nil then return false,'There is no Class class' end for i=1,#validpointers do local objectaddress=readPointer(p+validpointers[i]) for j=1,10 do local ep=readPointer(objectaddress+j*8) local depth=0 while depth<20 do local newp=readPointer(ep+j*8) if newp==nil then break end if newp==ep then local hasClassIndex=false --possible class pointer found --find the classindex in here for k=2,20 do --+2 to skip the vtable local index=readInteger(ep+k*4) if index==ClassNameIndex then hasClassIndex=true if nameoffsetcount[k*4] then nameoffsetcount[k*4]=nameoffsetcount[k*4]+1 else nameoffsetcount[k*4]=1 end end end if hasClassIndex then if classPointerOffsetCount[j*8] then classPointerOffsetCount[j*8]=classPointerOffsetCount[j*8]+1 else classPointerOffsetCount[j*8]=1 end end break end ep=newp depth=depth+1 end end end local highestcount=0 local bestoffset=nil for offset,count in pairs(classPointerOffsetCount) do if count>highestcount then bestoffset=offset highestcount=count end end UEngine.UObject={} UEngine.UObject.Class=bestoffset highestcount=0 bestoffset=nil for offset,count in pairs(nameoffsetcount) do if count>highestcount then bestoffset=offset highestcount=count end end UEngine.UObject.Name=bestoffset end return true end end function SetupNamePoolLookupType() --handy for structure dissect if getCustomType('UE FName to String')==nil then local function customvaluetype2_bytestovalue(b1,b2,b3,b4,b5,b6,b7,b8,address) local v1 v1=(b4 << 24) + (b3<<16) + (b2 << 8) + b1 v2=(b8 << 24) + (b7<<16) + (b6 << 8) + b5 if UEngine and UEngine.IndexToName then local n=UEngine.IndexToName[v1] if n==nil then n='' end if v2>0 then return string.format("%s_%d",n,v2) else return n end else return 'noindex' end end local function customvaluetype2_valuetobytes(i,address) --maybe use StringToFName, but for now I see no reason for this end synchronize(function() registerCustomTypeLua('UE FName to String',8,customvaluetype2_bytestovalue, customvaluetype2_valuetobytes, false,true ) end) end end function CacheNamePool_old() log('CacheNamePool_old') if UEngine.NamePoolData==nil then return nil,'UEngine.NamePoolData not defined yet' end local N2I={} local I2N={} --copy and parse all the strings --each block is 0x20000 bytes long --the list ends with a NULL pointer local sdata=createMemoryStream() sdata.Size=0x20000 local count=1000 local pointerlist=createMemoryStream() pointerlist.Size=8*count if copyMemory(UEngine.NamePoolData,pointerlist.Size, pointerlist.Memory,1)==nil then return nil,'Read Failed' end local stringCache={} --read blocks of 0x40000 bytes (index is address >> 17) local StringOffset=UEngine.FNameEntry.String for i=1,count do local p=pointerlist.readQword() if p==0 then break end sdata.Position=0 --entrystart is always aligned on a 2 byte boundary. if copyMemory(p,sdata.Size, sdata.Memory,1) then for j=0,16383 do --list of pointers, some can be 0 local p2=sdata.readQword() if p2==nil then break end if p2~=0 then --get the memory p+StringOffset points to local Base=p2&0xFFFFFFFFFFFF0000 --allocation granularity of windows local cache=stringCache[Base] if cache==nil then cache=createMemoryStream() local meminfo=getMemoryRegionInfo(Base) if meminfo and meminfo.State==4096 then --4096 is commited memory while meminfo.RegionSize<0x10000+0x100 do --0x100 for overlap local n=getMemoryRegionInfo(meminfo.BaseAddress+meminfo.RegionSize) if n and n.State==4096 then meminfo.RegionSize=meminfo.RegionSize+n.RegionSize else break end end if meminfo.RegionSize>0x10000+0x100 then meminfo.RegionSize=0x10000+0x100 end cache.Size=meminfo.RegionSize if copyMemory(Base,meminfo.RegionSize, cache.Memory,1)==nil then cache.Size=0 end end stringCache[Base]=cache --c.size==0 is unreadable end local pindex=p2-Base+StringOffset local sizeleft=cache.Size-pindex local str if sizeleft>0 then cache.position=pindex str=cache.readString(math.min(100,sizeleft)) end if str then local index=(i-1)*16384+j N2I[str]=index I2N[index]=str end end end end -- print("done") for base,ms in pairs(stringCache) do if ms then ms.destroy() end end stringCache={} -- printf("namelookupprogress=%.2f",namelookupprogress) end pointerlist.destroy() sdata.destroy() UEngine.NameToIndex=N2I UEngine.IndexToName=I2N return true end function CacheNamePool(t) log('CacheNamePool') --remember the comment at the top about debugging causing a slowdown? That particularly means this function right here if UEngine.NamePoolData==nil then return false, 'CacheNamePool: UEngine.NamePoolData is still undefined' end if UEngine.NamePoolData_old then return CacheNamePool_old(t) end local N2I={} local I2N={} --copy and parse all the strings --each block is 0x20000 bytes long --NamePool+0x8 holds a 4 byte with the count. Alternatively, the list ends with a NULL pointer local sdata=createMemoryStream() sdata.Size=0x20000 local count=readInteger(UEngine.NamePoolData+8) if count==0 then count=1000 end local pointerlist=createMemoryStream() pointerlist.Size=8*count if copyMemory(UEngine.NamePoolData+0x10,pointerlist.Size, pointerlist.Memory,1)==nil then return nil,'Read Failed' end for i=1,count do if t and t.Terminated then sdata.destroy() pointerlist.destroy() return false, 'UEInfoScannerThread terminated' end local p=pointerlist.readQword() if p==0 then break end sdata.Position=0 --entrystart is always aligned on a 2 byte boundary. if copyMemory(p,sdata.Size, sdata.Memory,1) then while sdata.Position> 1 local header=sdata.readWord() local iswide=header & 1==1 local len=header >> 6 if len==0 then break end local str if iswide then str=sdata.readWideString(len) else str=sdata.readString(len) end local index=((i-1) << 16)+entrystart N2I[str]=index I2N[index]=str --symcount=symcount+1 if (sdata.Position & 1) == 1 then sdata.readByte() end --align end else print("Failure reading strings") end end pointerlist.destroy() sdata.destroy() UEngine.NameToIndex=N2I UEngine.IndexToName=I2N return true end function FindNamePoolData_older(t) --[[ e.g 4.19: The occupation FNameEntry is formatted as : index, FNameEntry (hash?), ascii string (None, ByteProperty, InrProperty, BoolProperty,...) Each FnameEntry is pointed at by another block of memory of 0x20000 bytes (16384 pointers) to each individual string and that list itself is pointed at by another one , which has a pointer to it from a memory addres in the game (Call it GNames) example: 2454CB90000 = 0, pointer, "None" 2454CB90018 = 2, pointer, "ByteProperty" apparently if the first bit is 1 the string is a WideString (rare) address 2454B600000 holds 0x20000 bytes, all pointers. The first pointer points to 2454CB90000. There can be null pointers in that memory block address 2454B5F0080 holds some(9 in this case) pointers as well. First pointer is 2454B600000 (block[0]=2454B600000, block[1]=2454B600008, block[2]=2454B600010) Secondary for next run optimization: There are 2 static pointers to 2454B5F0080 First one: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 "80 00 5F 4B 45 02 00 00" 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 3A A7 67 45 02 00 00 0A 00 00 00 18 00 00 00 Second one:00 00 00 00 00 00 00 00 00 00 00 00 88 00 00 80 "80 00 5F 4B 45 02 00 00" 40 00 5E 4B 45 02 00 00 01 00 00 00 00 00 00 00 09 00 00 80 00 00 00 00 00 00 00 00 00 00 00 00 00 00 36 D6 F6 7F 00 00 E3 36 EA 41 00 00 01 00 98 EF 1B D8 F6 7F 00 00 --]] if UEngine.NamePoolData then return true end UEngine.NamePoolData_old=true --todo: if more than 2 formats, change it to an identifier number local ms=createMemScan() ms.VarType=vtGrouped ms.Scanvalue=[[BA:4096 BS:128 OOO:U 1:* s:'None' s:'ByteProperty']] ms.scan() firststringblock=ms.Results ms.destroy() if t and t.Terminated then return false,'UEInfoScannerThread terminated' end if #firststringblock==0 then return false,'No known stringpool found' end if #firststringblock>1 then return false,'FindNamePoolData_older needs more refining' end --check the format UEngine.FNameEntry={} local a=firststringblock[1] for i=0,128 do if readString(a+i,4)=='None' then --find the first string offset UEngine.FNameEntry.String=i break end end --find a pointer to this table (The pointer is not located in static memory) ms=createMemScan() ms.VarType=vtQword ms.ScanValue=a ms.FastScanMethod=fsmLastDigits ms.FastScanparameter='0000' --the first pointer of a 0x20000 bytes long block, alliged ms.scan() local r=ms.Results ms.destroy() if t and t.Terminated then return false,'UEInfoScannerThread terminated' end if #r==0 then return nil,'no list found' end if #r>1 then return nil,'needs more refining' end --check for a pointer to this address. Normally aligned. todo: if more than 1 result, check the following pointers if they point to other blocks of 0x20000 bytes all pointing to a FNameEntry or null ms=createMemScan() ms.VarType=vtQword ms.ScanValue=r[1] ms.FastScanMethod=fsmAligned ms.FastScanparameter='8' --the first pointer of a 0x20000 bytes long block, alliged ms.scan() local r2=ms.Results ms.destroy() if #r2==0 then return nil,'No list found' end if #r2>1 then return nil,'todo: check other pointers for valid stringblocks' end UEngine.NamePoolData=r2[1] return true end function FindNamePoolData(t) if UEngine.NamePoolData then return true end --already found --ue5 local ms=createMemScan() ms.VarType=vtByteArray ms.Hexadecimal=true ms.Scanvalue='* 01 4e 6f 6e 65 * 03 42 79 74' --x None and x ByteProperty ms.Fastscanmethod=fsmAligned ms.Fastscanparameter=10000 --ms.Priority='tpIdle' ms.scan() while ms.waitTillDone(1000)==false do if t and t.Terminated then ms.terminateScan() end end firststringblock=ms.results ms.destroy() ms=nil --doing it on the same line so that single step debugging won't get corrupted by bad upvalue pointers if t and t.Terminated then return false,'UEInfoScannerThread terminated' end if #firststringblock==0 then --maybe an older version local r,err=FindNamePoolData_older() return r,err end --find references to this address in the target process local probablenamepools={} local ms={} for i=1,#firststringblock do ms[i]=createMemScan() ms[i].VarType=vtQword ms[i].Fastscanmethod=fsmAligned ms[i].Fastscanparameter=8 ms[i].Scanvalue=firststringblock[i] ms[i].Startaddress=getAddress(process) ms[i].Stopaddress=getAddress(process)+getModuleSize(process) ms[i].scan() end r={} for i=1,#firststringblock do ms[i].waitTillDone() local tr=ms[i].Results for j=1,#tr do table.insert(r,tr[j]) end ms[i].destroy() ms[i]=nil end if t and t.Terminated then return false,'UEInfoScannerThread terminated' end if #r>1 then --the pointer after it points to another string list and before it looks like a number of strings and a number of pointers to stringlists --the pointers it points to also have an allocation size of 0x20000 local r2={} for i=1,#r do local valid=true for j=1,3 do local a=readPointer(r[i]+j*8) if a~=0 then --I don't think this version has empty pointers, but for now allow it local mri=getMemoryRegionInfo(a) if (mri==nil) or (mri.RegionSize~=0x20000) then valid=false break end end end if valid then table.insert(r2,r[i]) end end r=r2 if #r>1 then return false,'too many found. Needs more refining' end end if #r==0 then return false,'not found' --error end if #r==1 then UEngine.NamePoolData = r[1] - 0x10 --todo: save this address for the next run return true end end function createUEMenu() log('Creating menuitem') synchronize(function() if UEngine.GUI==nil then UEngine.GUI={} elseif UEngine.GUI.miUnrealEngine then UEngine.GUI.miUnrealEngine.destroy() UEngine.GUI.miUnrealEngine=nil UEngine.GUI={} --clear everything under it end UEngine.GUI.miUnrealEngine=createMenuItem(MainForm) UEngine.GUI.miUnrealEngine.Caption='Initializing Unreal Engine' UEngine.GUI.miUnrealEngine.Name='miUnrealEngine' UEngine.GUI.miStatus=createMenuItem(MainForm) UEngine.GUI.miStatus.Name='miStatus' UEngine.GUI.miStatus.Caption='Status' UEngine.GUI.miStatus.OnClick=function() if UEInfoScannerThread and (messageDialog('Cancel the Unreal Engine data collection?',mtConfirmation,mbYes, mbNo)==mrYes) then UEInfoScannerThread.Terminate() end end UEngine.GUI.miUnrealEngine.add(UEngine.GUI.miStatus) UEngine.GUI.miHurry=createMenuItem(MainForm) UEngine.GUI.miHurry.Name='miHurry' UEngine.GUI.miHurry.Caption='Prioritize this' UEngine.GUI.miHurry.OnClick=function() if UEInfoScannerThread then UEInfoScannerThread.Priority='tpHigher' end UEngine.GUI.miHurry.destroy() UEngine.GUI.miHurry=nil end UEngine.GUI.miUnrealEngine.add(UEngine.GUI.miHurry) MainForm.Menu.Items.insert(MainForm.miHelp.MenuIndex, UEngine.GUI.miUnrealEngine) end) end function UEInfoScanner(t) --can be called directly or with a thread log('UEInfoScanner start'); local id=process..'-'..md5memory(getAddressSafe(process),4096) local s=getSettings("UEInfo\\"..id,true) local r --get data from the registry if available if t then log('Threaded') t.FreeOnTerminate(false) t.Name='UEInfoScannerThread' end if UEngine==nil or UEngine.processid~=getOpenedProcessID() then --start from scratch if UEngineStructDissect then unregisterStructureDissectOverride2(UEngineStructDissect) UEngineStructDissect=nil end if UEngine.GUI then if UEngine.GUI.miUnrealEngine then UEngine.GUI.miUnrealEngine.destroy() UEngine.GUI=nil end end UEngine={} UEngine.processid=getOpenedProcessID() end --[[ check the settings if everything has already been found, or if only a subset was found so far. If only a subset, go through the whole thing, but if everything was found then load all from the registry, but still go through the string cache system --]] if (s.fullyParsed) then log('The state was fully parsed. Using this') --load all fields and offsets --load the UEngine data from the registry local list=s.getValueList() for name,value in pairs(list) do if name:startsWith('UEngine.') then local sections=table.pack(name:split('.')) local t=UEngine for i=2,#sections-1 do local newt=t[sections[i]] if newt==nil then t[sections[i]]={} newt=t[sections[i]] end t=newt end t[sections[#sections]]=tonumber(value) end end --cache the namepool data createUEMenu() UEngine.NamePoolData=getAddressSafe(s.NamePoolData) UEngine.ObjectArray=getAddressSafe(s.ObjectArray) UEngine.GEngine=getAddressSafe(s.GEngine) if UEngine.GEngine then local n=getNameFromAddress(UEngine.GEngine,true,false,false) if n:find(extractFileNameWithoutExt(process)) then registerSymbol('GEngine',getNameFromAddress(UEngine.GEngine), true) end end --todo: use the function method instead until specifically requested to cache the names log('Loading string table') synchronize(function() UEngine.GUI.miStatus.Caption='Loading string table' end) if UEngine.NamePoolData==nil then --can happen in the old stringpool format local r,err=FindNamePoolData(t) if not r then log('Failed searching for NamePool:'..err) return nil,'FindNamePoolData failed:'..err end end local originalDebugState=disableLuaDebug() --disabling debug here for performance reasons local err r,err=CacheNamePool(t) restoreLuaDebug(originalDebugState) if not r then return nil,'CacheNamePool failed:'..err end SetupNamePoolLookupType() --the cache is done. make it available to the user r=true else log('New or incomplete state') if UEngine.NamePoolData==nil then local sNamePoolData=s.NamePoolData if sNamePoolData then UEngine.NamePoolData=getAddressSafe(sNamePoolData) log('NamePoolData was previously at '..sNamePoolData..' . Using that') end end if UEngine.NamePoolData==nil then log('Searching for NamePool') local r,err=FindNamePoolData(t) if not r then log('Failed searching for NamePool:'..err) return nil,'FindNamePoolData failed:'..err end local n=getNameFromAddress(UEngine.NamePoolData,true,false,false) if n:find(extractFileNameWithoutExt(process)) then --it's a module address. Save it s.NamePoolData=getNameFromAddress(UEngine.NamePoolData) end end if t and t.Terminated then return nil,'UEInfoScanner terminated' end --still here, notify that there is some unreal info available createUEMenu() if UEngine.NameToIndex == nil then log('Loading string table') synchronize(function() UEngine.GUI.miStatus.Caption='Loading string table' end) local originalDebugState=disableLuaDebug() --disabling debug here for performance reasons local r,err=CacheNamePool(t) restoreLuaDebug(originalDebugState) if not r then return nil,'CacheNamePool failed:'..err end SetupNamePoolLookupType() --the cache is done. make it available to the user end if t and t.Terminated then return nil,'UEInfoScanner terminated' end if UEngine.ObjectArray==nil then local sObjectArray=s.ObjectArray if sObjectArray then UEngine.ObjectArray=getAddressSafe(sObjectArray) end end if (UEngine.ObjectArray == nil) or (UEngine.UObject==nil) then log('Scanning for object table') synchronize(function() UEngine.GUI.miStatus.Caption='Scanning for object table' end) local r,err=FindObjectArray(t) if not r then return nil,'FindObjectArray failed:'..err end s.ObjectArray=getNameFromAddress(UEngine.ObjectArray, true, false,false) end if UEngine.UGameEngine==nil then log('Searching for GEngine') synchronize(function() UEngine.GUI.miStatus.Caption='Searching for GEngine' end) local r,err=FindGEngine(t) log('FindGEngine returned') if not r then if err then log('FindGEngine failed:'..err) else log('FindGEngine failed') end return nil,'FindGEngine failed:'..err end s.GEngine=getNameFromAddress(UEngine.GEngine,true,false,false) end if UEngine.UObject.Class==nil then --normal situation log('Figuring out the "class" offset') for i=1,32 do --skip 0 as it's the vftable local n=UObject_getName(readPointer(UGameEngine+i*4)) if n and n=='GameEngine' then UEngine.UObject.Class=i*4 break end end end if UEngine.UObject.Class==nil then log('Failed finding the "class" offset') return nil,'UObject.Class not found' end UEngine.GameEngineClass=readPointer(UEngine.UGameEngine+UEngine.UObject.Class) UEngine.UStruct={} UEngine.UStruct.Name=UEngine.UObject.Name UEngine.UStruct.Class=UEngine.UObject.Class --gather more info in case it was missed earlier (some paths don't need it yet) --the superstruct (UStruct) name of the GameEngine class is Engine --so find a pointer inside the class that leads to an UObject with the name Engine --if the game uses an inherited class onject, like OakEngine, then first comes GameEngine (or whatever comes first) --the superlist will end with Engine->Object if UEngine.UClass==nil then UEngine.UClass={} UEngine.UClass.Name=UEngine.UObject.Name UEngine.UClass.Class=UEngine.UObject.Class end if UEngine.UClass.SuperStruct then --already obtained earlier UEngine.UStruct.SuperStruct=UEngine.UClass.SuperStruct else --superstruct not yet found if UObject_getName(UEngine.GameEngineClass)=='GameEngine' then for i=0,32 do local n=UObject_getName(readPointer(UEngine.GameEngineClass+i*8)) if n and n=='Engine' then --the super of Gameengbine is Engine UEngine.UStruct.SuperStruct=i*8 break end end else --it's not a GameEngine class so not sure that comes after (could be more inheritance) for i=1,32 do local r=testIfSuperStructOffset(UEngine.GameEngineClass, i*8) if r and #r>2 then for j=1,#r do if r[j]=='Engine' then UEngine.UStruct.SuperStruct=i*8 break end end if UEngine.UStruct.SuperStruct then break end end end end end if UEngine.UStruct.SuperStruct==nil then return nil,'Failed finding the SuperStruct field' end UEngine.UClass.Name=UEngine.UStruct.Name UEngine.UClass.Class=UEngine.UStruct.Class UEngine.UClass.SuperStruct=UEngine.UStruct.SuperStruct UEngine.RealGameEngineClass=UEngine.GameEngineClass --UEngine.GameEngineClass might not be the base "GameEngine" class. Find it if that's the case (to make some assumptions come true) local c=UEngine.GameEngineClass while UObject_getName(c)~='GameEngine' do c=readPointer(c+UEngine.UClass.SuperStruct) if c==nil then return nil,'Failure retrieving base GameEngine class' end end UEngine.GameEngineClass=c if t and t.Terminated then return nil,'UEInfoScannerThread terminated' end --everything ok so far. Try to find the layout of Property Field objects. Can be either UProperty or FProperty. Doesn't matter log('Figuring out the other offsets (findGameInstanceFPropertyAndFields) ') synchronize(function() UEngine.GUI.miStatus.Caption='Figuring out offsets' end) r=findGameInstanceFPropertyAndFields(t) end if r then if s.fullyParsed==nil then --save all offsets function saveLuaTable(tablename,t) if t then for name,value in pairs(t) do local n=tablename..'.'..name if type(value)=='table' then saveLuaTable(n,value) else s[n]=tostring(value) end end end end saveLuaTable('UEngine.FNameEntry', UEngine.FNameEntry) saveLuaTable('UEngine.UObject', UEngine.UObject) saveLuaTable('UEngine.UStruct', UEngine.UStruct) saveLuaTable('UEngine.UClass', UEngine.UClass) saveLuaTable('UEngine.FProperty', UEngine.FProperty) saveLuaTable('UEngine.FFieldClass', UEngine.FFieldClass) saveLuaTable('UEngine.FField', UEngine.FField) s['UEngine.VFTableInExecutableMemoryMethod']=UEngine.VFTableInExecutableMemoryMethod s['UEngine.ObjectArrayListType']=UEngine.ObjectArrayListType s['UEngine.ObjectArrayEntryStructSize']=UEngine.ObjectArrayEntryStructSize s['UEngine.NamePoolData_old']=UEngine.NamePoolData_old --nil if not set s.fullyParsed=true end log('success. Registering structure lookup callback') if registerUEngineStructureLookupCallbacks then --added by UEInfoStructureDissect synchronize(function() registerUEngineStructureLookupCallbacks() --It can be annoying, so add an option to disable it for now UEngine.GUI.miStructureDissectCallbackStatus=createMenuItem(MainForm) UEngine.GUI.miStructureDissectCallbackStatus.Caption='Use when dissecting structures' UEngine.GUI.miStructureDissectCallbackStatus.Name='miStructureDissectCallbackStatus' UEngine.GUI.miStructureDissectCallbackStatus.AutoCheck=true UEngine.GUI.miStructureDissectCallbackStatus.Checked=true UEngine.GUI.miStructureDissectCallbackStatus.OnClick=function() if UEngine.GUI.miStructureDissectCallbackStatus.checked then registerUEngineStructureLookupCallbacks() else unregisterUEngineStructureLookupCallbacks() end end UEngine.GUI.miUnrealEngine.add(UEngine.GUI.miStructureDissectCallbackStatus) UEngine.GUI.miStatus.destroy() UEngine.GUI.miStatus=nil if UEngine.GUI.miHurry then UEngine.GUI.miHurry.destroy() UEngine.GUI.miHurry=nil end UEngine.GUI.miUnrealEngine.Caption='Unreal Engine' end) end return r end end function couldBeUnrealEngine() local pname=extractFileNameWithoutExt(process) if getAddressSafe(pname..'.agsInit') then return true end if getAddressSafe(pname..'.agsInitialize') then return true end --if getAddressSafe(pname..'.NvOptimusEnablement') then return true end --nope (kindergharten has this one as well) if pname:lower():endsWith('shipping') then return true end local r=enumModules() if r then local v,res=getFileVersion(r[1].PathToFile) if res then if res.ProductVersion and res.ProductVersion:find('%+UE4') then return true end if res.ProductVersion and res.ProductVersion:find('%+UE5') then return true end end end return false end function WaitForUnrealEngineInfo(timeout) if UEInfoScannerThread then UEInfoScannerThread.Priority='tpHigher' return UEInfoScannerThread.waitForThread(timeout) end return true end function LaunchUEInfoScanner() if UEInfoScannerThread then UEInfoScannerThread.Terminate() if UEInfoScannerThread.waitFor(5000) then UEInfoScannerThread.destroy() UEInfoScannerThread=nil end UEInfoScannerThread=nil end UEInfoScannerThread=createThread(function(t) log('UEInfoScannerThread started') t.Priority='tpIdle' local r,err=UEInfoScanner(t) log('UEInfoScannerThread finished') if r then log('UEInfoScanner: Success') synchronize(function() UEngine.GUI.miUnrealEngine.caption='Unreal Engine' end) else if err then log('UEInfoScanner failure:'..err) else log('UEInfoScanner failure') end synchronize(function() if UEngine.GUI and UEngine.GUI.miUnrealEngine then UEngine.GUI.miUnrealEngine.destroy() UEngine.GUI=nil end end) end --if err then -- print(err) --end end) end local oldOnProcessOpened=MainForm.OnProcessOpened MainForm.OnProcessOpened=function() if UEInfoScannerThread then UEInfoScannerThread.Terminate() end if couldBeUnrealEngine() then LaunchUEInfoScanner() end local r=oldOnProcessOpened() end