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.
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
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!
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
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
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
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.
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.
58 comments
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.
Thank you for your work!
im just using the main file here. i will send a pic soon
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
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
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.