File information

Last updated

Original upload

Created by

Echelon

Uploaded by

Echelon

Virus scan

Safe to use

Tags for this mod

58 comments

  1. Echelon
    Echelon
    • premium
    • 103 kudos
    Locked
    Sticky
    For UE4SS 3.0.0 Palworld 1.4.1 seems we only need the FName_toString signature. The Constructor seems to break on 3.0.0.
    This applies to the exact same FName_Constructor file from Yet Another UE4SS Signatures.
    It's built into 3.0.0 and clashes with it from my testing below.

    UE4SS 3.0.0 - 150 mods with FName_toString.lua


    UE4SS 3.0.0 - 150 mods with FName_Constructor.lua

    0 out 0 constructed with that Constructor Lua, but 2 didn't so 21/23, and only using toString.lua just above its 23/23 same modlist.
    MaterialExpression and DefaultPawn were not constructed with FName_Constructor. But all were without it, just with FName_toString.
  2. AuryonVoruna23
    AuryonVoruna23
    • member
    • 0 kudos
    how the hell do i uninstall this mod
  3. MISSAVPLAYS
    MISSAVPLAYS
    • member
    • 0 kudos
    My dedicated server is a Linux system, but it does not support it. I hope it can be supported
  4. PaladinErik
    PaladinErik
    • premium
    • 0 kudos
    After the new Update we got at the 23th of December 2024, this Mod needs an Update. Doesn't work anymore.
    1. HauHuynh
      HauHuynh
      • member
      • 0 kudos
      yes UE4SS need an  update  in order to get it to work seen dont work for me too  game crash like crazy   i just dont wana my account get banned   on steam so i stop  clicking   it 
  5. KatieThePrincess
    KatieThePrincess
    • member
    • 1 kudos
    We going to need a update i think
  6. Mortadella
    Mortadella
    • member
    • 1 kudos
    Hello, the UE4SS doesn't work on server anymore, no connection to the server possible with this mod. Needs a update for version 0.2.1 please.
    Thank you for your work!
    1. xije02
      xije02
      • member
      • 0 kudos
      Same here. no connection
  7. itsc4
    itsc4
    • member
    • 0 kudos
    Can you confirm for me that palbox reorganized is still working with your sigs and the newest game patch? I'm going mad trying to figure out what I did wrong. lol
    1. Echelon
      Echelon
      • premium
      • 103 kudos
      yep just checked its working for me, i even upgraded from 10x48 to 32x30 on existing character.
      im just using the main file here. i will send a pic soon
  8. Dareka204
    Dareka204
    • member
    • 0 kudos
    Unfortunately for me, for some reason that I don't know, any or almost any mod that uses UE4SS causes me to crash every time I start the game. T_T
    1. Echelon
      Echelon
      • premium
      • 103 kudos
      you must have an old install of ue4ss. make sure you have ue4ss 3.0.1 remove any old xinput dll you have in your game folder.
      to be certain, just purge your mods if you use vortex, if not remove all your mods to safe location, in steam verify integrity of the game to restore it to clean game. Install ue4ss 3.0.1, and install the FName_toString signature
  9. DepuxRay
    DepuxRay
    • member
    • 0 kudos
    LoginId:7d0cc408487289f94a8f5b848f905a9f
    EpicAccountId:
    LowLevelFatalError [File:C:\works\Pal-UE-EngineSource\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Commands.cpp] [Line: 1888] FD3D11DynamicRHI::RHIGetCommandContext should never be called. D3D11 RHI does not implement parallel command list execution.
    Palworld_Win64_Shipping!FD3D11DynamicRHI::RHIGetCommandContext() [C:\works\Pal-UE-EngineSource\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Commands.cpp:1889]
    Palworld_Win64_Shipping!<lambda_c1dcbf9ff93f1d4b5d9b7af9524e5c22>::operator()() [C:\works\Pal-UE-EngineSource\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:344]
    Palworld_Win64_Shipping!FRHICommandListBase::Execute() [C:\works\Pal-UE-EngineSource\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:438]
    Palworld_Win64_Shipping!FRHICommandListImmediate::ExecuteAndReset() [C:\works\Pal-UE-EngineSource\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:766]
    Palworld_Win64_Shipping!FDynamicRHI::RHILockBuffer() [C:\works\Pal-UE-EngineSource\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:1394]
    Palworld_Win64_Shipping!FRDGScatterUploader::Lock() [C:\works\Pal-UE-EngineSource\Engine\Source\Runtime\RenderCore\Private\UnifiedBuffer.cpp:697]
    Palworld_Win64_Shipping!<lambda_4ad24741d6d8d0ce4d4e45edff2fca94>::operator()() [C:\works\Pal-UE-EngineSource\Engine\Source\Runtime\Renderer\Private\GPUScene.cpp:960]
    Palworld_Win64_Shipping!<lambda_a0f0fb65257d39992f7d61c884bcdcfb>::<lambda_invoker_cdecl>() [C:\works\Pal-UE-EngineSource\Engine\Source\Runtime\Core\Public\Tasks\TaskPrivate.h:743]
    Palworld_Win64_Shipping!UE::Tasks::Private::FTaskBase::TryExecute() [C:\works\Pal-UE-EngineSource\Engine\Source\Runtime\Core\Public\Tasks\TaskPrivate.h:435]
    Palworld_Win64_Shipping!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __cdecl(bool),48>::TTaskDelegateImpl<<lambda_7939ff0409374c0829c7322dab772b33>,0>::CallAndMove() [C:\works\Pal-UE-EngineSource\Engine\Source\Runtime\Core\Public\Async\Fundamental\TaskDelegate.h:171]
    Palworld_Win64_Shipping!LowLevelTasks::FTask::ExecuteTask() [C:\works\Pal-UE-EngineSource\Engine\Source\Runtime\Core\Public\Async\Fundamental\Task.h:656]
    Palworld_Win64_Shipping!LowLevelTasks::FScheduler::TryExecuteTaskFrom<&LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue::DequeueGlobal,0>() [C:\works\Pal-UE-EngineSource\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:360]
    Palworld_Win64_Shipping!LowLevelTasks::FScheduler::WorkerMain() [C:\works\Pal-UE-EngineSource\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:402]
    Palworld_Win64_Shipping!UE::Core::Private::Function::TFunctionRefCaller<<lambda_2d21a7280907265e6aab37ddf50d42b1>,void __cdecl(void)>::Call() [C:\works\Pal-UE-EngineSource\Engine\Source\Runtime\Core\Public\Templates\Function.h:475]
    Palworld_Win64_Shipping!FThreadImpl::Run() [C:\works\Pal-UE-EngineSource\Engine\Source\Runtime\Core\Private\HAL\Thread.cpp:69]
    Palworld_Win64_Shipping!FRunnableThreadWin::Run() [C:\works\Pal-UE-EngineSource\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]


    even after deleting all the mods this error message still appears
    1. Echelon
      Echelon
      • premium
      • 103 kudos
      Yea looks like you have something else going on. I would verify integrity of files within steam, and then properly install UE4SS 3.0.1 after
  10. Mistevieous
    Mistevieous
    • member
    • 0 kudos
    If a mod requires UE4SS, is this all I need to make that mod work or do I need to mess with GitHub still?
    1. Echelon
      Echelon
      • premium
      • 103 kudos
      Just this would be fine, just use the toString one. Set it and forget it.
    2. Mistevieous
      Mistevieous
      • member
      • 0 kudos
      Thats incredible, thank you so much!!!
  11. Ogfius
    Ogfius
    • member
    • 0 kudos
    this might be a dumb question but please assume i am stupid. i have the UE4SS 3.0.1 i was using the FName_Constructor from Yet Another UE4SS Signatures, so should i use the FName_toString and delete the FName_Constructor or can i keep both?

    also can do i need the third StaticConstructObject file or just the FName_toString/FName_Constructor? 

    third question is it bad to use all 3 at the same time? 

    also play singleplayer only but sometimes i do play with friends but i am not the host.sorry for all the questions just wanted to clear all my doubts, thanks in advance.
    1. Echelon
      Echelon
      • premium
      • 103 kudos
      All good, you assumed correct - delete FConstructor - not needed anymore and actually a hinderance in UE4SS 3.0.x you only need that for 2.5.2 of UE4SS. So you play like me, then all you would need is the FName_toString file. The Static was also only relevant for older versions of UE4SS and mainly for servers.
    2. Ogfius
      Ogfius
      • member
      • 0 kudos
      oh thanks for answering me, i was a little confused.