Solved Help identifying parameters

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Apr 25, 2017

I have this game running ue3, I want to create a trainer to enable mount flight in non-fly zones for instance inside dungeons/ or part maps where you're not allowed to fly. Each map has its own parameters that require changing but ultimately they could all be changed from one source. Is there a way to identify the initial parameters.

Any help would be appreciated. Thanks. :)


Cesspool Admin
Jan 21, 2014
Put a breakpoint on the key press detection function, press your mount key bind, follow the code and reverse engineer everything. Look for comparisons because the game logic has to check if this is a flyzone or NoFlyZone before it lets you mount. If the game displays a "you can't fly here", find that string and trace backwards. Sounds like this could be very complicated, hope you're ready for the challenge


Escobar Tier VIP
Dank Tier Donator
Aug 3, 2015
Have you looked at the function in IDA?
Try to follow the logic, figure out what the function is doing with each parameter. See what other pieces of data are initialized with the arguments that are being passed in. Use Reclass to get a good look at the different objects the function modifies. This can sometimes be really easy, and sometimes it can be a bitch and a half depending on the size of the function and its complexity.

I cover this a bit in this video, figuring out the parameters for a simple function in Assault Cube.


Apr 25, 2017
I'm not familiar using IDA. Reclass looks to be a great tool I'll check it out.

So far, tracing the strings that displays looks to be the better option, I'll see how it goes from there. Thanks for the input. :)
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