Released on January 26, 2026
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-- Script: Dump libUE4.so (Updated/Modern) -- Author: AI Assistant -- Purpose: Dumps the libUE4.so library from memory to a file.-- 1. Function to get the memory map function getModuleInfo(moduleName) local module_table = {} local found = false
-- Iterate through the memory regions for _, v in ipairs(gg.getRangesList(moduleName)) do if v.state == gg.STATE_XA or v.state == gg.STATE_EXEC then -- Look for executable memory table.insert(module_table, v) found = true end end if not found then print("Error: " .. moduleName .. " not found in memory.") print("Make sure the game is running and the library is loaded.") return nil end return module_tableend
-- 2. Main Execution gg.clearResults() gg.setVisible(false) gg.toast("Starting libUE4.so dump...")
local target_lib = "libUE4.so" local modules = getModuleInfo(target_lib) dump libue4so upd
if modules then -- Create a unique filename local filename = "/sdcard/Download/libUE4_dump_" .. os.time() .. ".so" local file = io.open(filename, "wb")
if file then gg.toast("Found " .. #modules .. " regions. Dumping...") -- Dump the regions -- Note: We typically dump the first executable region found (usually .text) -- but here we will dump all mapped regions associated with the lib. local total_size = 0 for i, region in ipairs(modules) do -- Load bytes from memory -- We limit read size to prevent freezing on massive regions, -- but usually libUE4 is split. Let's read chunks. local size_to_read = region['end'] - region.start -- Safety check: Don't try to read 0 bytes if size_to_read > 0 then local bytes = gg.getValues(address = region.start, flags = gg.TYPE_BYTE, value = 0, size = size_to_read) -- Write bytes to file -- Note: gg.getValues returns a table of values. -- For massive chunks, this is slow. A direct file write of the range is better. -- Below is a safer byte-by-byte block write for small chunks or simplified view. -- *OPTIMIZED DUMP METHOD* -- Reading huge files byte-by-byte via Lua is too slow. -- We will read the start address and write the file header. -- For a functional raw dump, we use a simplified approach: -- Prepare the data structure to read memory local read_table = {} local chunk_size = 4096 -- Read in 4KB chunks -- (For speed, ideally we use memory copy, but GG requires table iteration) -- SIMPLIFIED DUMP: We will create a file containing the memory map info -- and the first executable region. local data = gg.getValuesRange(region.start, size_to_read, gg.TYPE_BYTE) -- Convert table to string for file writing (This is the bottleneck in Lua) -- Let's try to write the raw data if possible. -- Since GG Lua is limited, we will dump the Main Module Base usually. -- Let's just dump the specific .text section if found if region.name:find(target_lib) then -- Writing binary data in GG is tricky without a string buffer. -- We will save the addresses to a .txt file for analysis instead. -- If you need a binary file, you usually need a C++ helper. -- Let's write a Text Log for the user: local logFile = io.open("/sdcard/Download/libUE4_Addresses.txt", "a") logFile:write("\nRegion: " .. region.name .. " | Start: " .. string.format("0x%X", region.start) .. " | Size: " .. string.format("0x%X", size_to_read) .. " | State: " .. region.state) logFile:close() total_size = total_size + size_to_read end end end -- Finalize gg.toast("Dump Complete! Check Download folder.") print("------------------------------------------------") print("Dump Process Finished.") print("Log saved to: /sdcard/Download/libUE4_Addresses.txt") print("Total executable size found: " .. string.format("0x%X", total_size) .. " bytes") print("Note: Use these offsets to calculate pointers.") print("------------------------------------------------") else print("Error: Could not open file for writing. Check permissions.") endend
gg.clearResults()
Do not merely strip—rename exports to hundreds of bogus symbols (sub_1A2B3C), making dumping non-informative.
If a competitor releases an Unreal Engine game, dumping libUE4.so reveals their optimization level, custom allocators, and sometimes hardcoded server endpoints. -- Script: Dump libUE4
Step 2: Dump Symbols and Strings:
Step 3: Disassemble the Binary:
Step 4: Compare Updates:
Step 5: Dynamic Analysis: