More proof of concept. I found some pre-compiled lua socket lib (could not for my life generate a static cross compiled version using mingw from Linux that would actually load) and managed to sideload it with UE4SS where I can now raise a UDP (or TCP) socket and rapid fire a demo event with a timestamp. Doesn't even sweat with messages every ~250ms so I guess that works.
Somehow the message segmentation doesn't work though and I have to take care of this manually and reassemble the message later. That was quite frustrating. Not sure if this is a ๐ in the DLL that was fixed later or not butโฆ good enough ๐คท

I also managed to assemble some cockpit and target telemetry before but I still have quite some trouble finding the right time to access the actual player plane. When I try to read this to early it crashes and won't recover. In theory I can use hooks for this but I never get notified when objects that should be of interest are created. I may be doing something wrong here. Ah well, another day ๐ค
