bl-sdk/unrealsdk — reverse-engineered prompt
Reverse engineered prompt
Build me a C++20 library that lets a mod loaded into a Windows Unreal game process find Unreal objects, hook Unreal function calls, read and write object properties, and call bound Unreal functions without needing an Epic SDK dump.
The main use case is Borderlands modding, so support the Willow, Oak, and Oak2 style game groups from the README. I want runtime validation for property access so a bad type gives a clear exception instead of silent memory corruption. Include a hook manager where I can register named callbacks before or after an Unreal function runs, inspect the args, and optionally change behavior.
Please make it buildable with CMake as either a shared DLL or something another project can link into. Include simple example code that logs when the main menu starts, reads a property, changes a string field, and calls an Unreal function. Also include basic toml config loading next to the DLL, plus clear build and integration instructions.
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