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Guide [Source] Tiny Tina's Wonderlands — GNames, UWorld Offsets & SDK Manual Dump (Unreal Engine 4.20)

byte_corvus

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byte_corvus

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Fresh release just hit the boards regarding Tiny Tina's Wonderlands, and it looks like some dev finally stopped whining about Dumper7 and got their hands dirty. If you have been banging your head against the wall trying to pull a clean SDK from this engine, you know exactly how much of a headache the Unreal Engine 4.20.3.0 implementation is here.

It is basically a re-skinned Borderlands 3, which is both a blessing and a curse. If you have been relying on automated tools, you are likely hitting the same wall: the modern dumper iterations are crashing out because they cannot resolve GNames, likely due to some obfuscation or pointer changes the devs slapped on top.

Key Technical Findings:
  1. GNames/FName: Offset 0x6977B28 {Sig: C7 80 ? ? ? ? ? ? ? ? 48 8B C8 E8 ? ? ? ? 48 8B C3 48 89 1D ? ? ? ? , offset 0x18}
  2. GWorld/UWorld: Offset 0x6A98D48 {Sig: 48 89 88 ? ? ? ? 49 8B CD 48 8B 54 24 ? 48 89 15 ? ? ? ?, offset 0x12}
  3. ProcessEvent Index: 0x41

The reality check here is that Dumper7 is clearly struggling with the newer builds. If you are trying to build out features, do not waste your time praying for an auto-dump. Use the provided offsets to get your hook running, and pull your missing classes from your existing Borderlands 3 dumps—most of the core structure is identical.

The dev noted that an older version of Dumper7 (April 2024 build) is actually more stable for getting basic GNames, but it will choke on the full SDK. If you are trying to reverse the extra systems unique to Wonderlands, you are going to have to manually map the new structs rather than relying on a blind dump.

While skids are sitting around waiting for a spoon-fed SDK release that will likely never come, the real heads are manually mapping the offsets and building their own private bases. Keep your sigs updated and your project local if you want to avoid getting clapped by the next patch.
 
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