Android Game Mechanics Hooking
Budget: ₹150,000 – ₹250,000 INR
I have an Unreal Engine 4 mobile title and I need a seasoned reverse-engineer to alter its gameplay behaviour directly on Android. The task centres on C++ memory-level hooks and Python tooling that let me inject custom logic into the game’s native libraries (.so) while sidestepping the built-in anti-cheat routines.
Scope
• Disassemble the UE4 ARM binaries, locate the functions that control specific gameplay mechanics (I will point out which ones).
• Build a reliable inline-hook or trampoline solution that runs on Android 10–13, is packaged as a small shared library, and restores original flow when disabled.
• Implement any helper scripts in Python to automate symbol resolution, patch generation, and on-device testing.
• Integrate simple obfuscation or dynamic loading so popular mobile anti-cheat frameworks do not detect the modification.
Acceptance criteria
– Hook loads from Magisk or LD_PRELOAD without crashes.
– Target functions are intercepted and the new behaviour is observable in-game.
– Original gameplay is fully restorable after un-injecting.
– Clean, well-commented C++ source and a short README outlining build steps, offsets, and safety notes.
If you have proven experience with UE4 internals, ptrace / frida / dylib-injection, and bypassing mobile anti-cheat, I’d like to review your approach and estimated timeline.
Scope
• Disassemble the UE4 ARM binaries, locate the functions that control specific gameplay mechanics (I will point out which ones).
• Build a reliable inline-hook or trampoline solution that runs on Android 10–13, is packaged as a small shared library, and restores original flow when disabled.
• Implement any helper scripts in Python to automate symbol resolution, patch generation, and on-device testing.
• Integrate simple obfuscation or dynamic loading so popular mobile anti-cheat frameworks do not detect the modification.
Acceptance criteria
– Hook loads from Magisk or LD_PRELOAD without crashes.
– Target functions are intercepted and the new behaviour is observable in-game.
– Original gameplay is fully restorable after un-injecting.
– Clean, well-commented C++ source and a short README outlining build steps, offsets, and safety notes.
If you have proven experience with UE4 internals, ptrace / frida / dylib-injection, and bypassing mobile anti-cheat, I’d like to review your approach and estimated timeline.