UAsset

Namespace: UAssetAPI

Represents an Unreal Engine asset.

public class UAsset : UnrealPackage, UAssetAPI.IO.INameMap

Inheritance ObjectUnrealPackageUAsset
Implements INameMap

Fields

OtherAssetsFailedToAccess

public ISet<FName> OtherAssetsFailedToAccess;

LegacyFileVersion

The package file version number when this package was saved.

public int LegacyFileVersion;

Remarks:

The lower 16 bits stores the UE3 engine version, while the upper 16 bits stores the UE4/licensee version. For newer packages this is -7. VersionDescription-2indicates presence of enum-based custom versions-3indicates guid-based custom versions-4indicates removal of the UE3 version. Packages saved with this ID cannot be loaded in older engine versions-5indicates the replacement of writing out the "UE3 version" so older versions of engine can gracefully fail to open newer packages-6indicates optimizations to how custom versions are being serialized-7indicates the texture allocation info has been removed from the summary-8indicates that the UE5 version has been added to the summary

DataResourceVersion

The version to use for serializing data resources.

public EObjectDataResourceVersion DataResourceVersion;

DataResources

List of serialized UObject binary/bulk data resources.

public List<FObjectDataResource> DataResources;

UsesEventDrivenLoader

Whether or not this asset is loaded with the Event Driven Loader.

public bool UsesEventDrivenLoader;

WillSerializeNameHashes

Whether or not this asset serializes hashes in the name map. If null, this will be automatically determined based on the object version.

public Nullable<bool> WillSerializeNameHashes;

Imports

Map of object imports. UAssetAPI used to call these "links."

public List<Import> Imports;

DependsMap

List of dependency lists for each export.

public List<Int32[]> DependsMap;

SoftPackageReferenceList

List of packages that are soft referenced by this package.

public List<FString> SoftPackageReferenceList;

AssetRegistryData

Uncertain

public Byte[] AssetRegistryData;

BulkData

Any bulk data that is not stored in the export map.

public Byte[] BulkData;

ValorantGarbageData

Some garbage data that appears to be present in certain games (e.g. Valorant)

public Byte[] ValorantGarbageData;

SeaOfThievesGarbageData

Some garbage data that appears to be present in certain games (e.g. Sea of Thieves) null = not present empty array = present, but serialize as offset = 0, length = 0

public Byte[] SeaOfThievesGarbageData;

Generations

Data about previous versions of this package.

public List<FGenerationInfo> Generations;

PackageGuid

Current ID for this package. Effectively unused.

public Guid PackageGuid;

PersistentGuid

Current persistent ID for this package.

public Guid PersistentGuid;

RecordedEngineVersion

Engine version this package was saved with. This may differ from CompatibleWithEngineVersion for assets saved with a hotfix release.

public FEngineVersion RecordedEngineVersion;

RecordedCompatibleWithEngineVersion

Engine version this package is compatible with. Assets saved by Hotfix releases and engine versions that maintain binary compatibility will have a CompatibleWithEngineVersion.Patch that matches the original release (as opposed to SavedByEngineVersion which will have a patch version of the new release).

public FEngineVersion RecordedCompatibleWithEngineVersion;

ChunkIDs

Streaming install ChunkIDs

public Int32[] ChunkIDs;

PackageSource

Value that is used by the Unreal Engine to determine if the package was saved by Epic, a licensee, modder, etc.

public uint PackageSource;

FolderName

The Generic Browser folder name that this package lives in. Usually "None" in cooked assets.

public FString FolderName;

OverrideNameMapHashes

A map of name map entries to hashes to use when serializing instead of the default engine hash algorithm. Useful when external programs improperly specify name map hashes and binary equality must be maintained.

public Dictionary<FString, uint> OverrideNameMapHashes;

LocalizationId

Localization ID of this package

public FString LocalizationId;

UASSET_MAGIC

Magic number for the .uasset format

public static uint UASSET_MAGIC;

ACE7_MAGIC

Magic number for Ace Combat 7 encrypted .uasset format

public static uint ACE7_MAGIC;

Info

Agent string to provide context in serialized JSON.

public string Info;

FilePath

The path of the file on disk that this asset represents. This does not need to be specified for regular parsing.

public string FilePath;

Mappings

The corresponding mapping data for the game that this asset is from. Optional unless unversioned properties are present.

public Usmap Mappings;

CustomSerializationFlags

List of custom serialization flags, used to override certain optional behavior in how UAssetAPI serializes assets.

public CustomSerializationFlags CustomSerializationFlags;

UseSeparateBulkDataFiles

Should the asset be split into separate .uasset, .uexp, and .ubulk files, as opposed to one single .uasset file?

public bool UseSeparateBulkDataFiles;

IsUnversioned

Should this asset not serialize its engine and custom versions?

public bool IsUnversioned;

FileVersionLicenseeUE

The licensee file version. Used by some games to add their own Engine-level versioning.

public int FileVersionLicenseeUE;

ObjectVersion

The object version of UE4 that will be used to parse this asset.

public ObjectVersion ObjectVersion;

ObjectVersionUE5

The object version of UE5 that will be used to parse this asset. Set to ObjectVersionUE5.UNKNOWN for UE4 games.

public ObjectVersionUE5 ObjectVersionUE5;

CustomVersionContainer

All the custom versions stored in the archive.

public List<CustomVersion> CustomVersionContainer;

GatherableTextData

Map of the gatherable text data.

public List<FGatherableTextData> GatherableTextData;

Exports

Map of object exports. UAssetAPI used to call these "categories."

public List<Export> Exports;

SearchableNames

List of Searchable Names, by object containing them. Sorted to keep order consistent.

public SortedDictionary<FPackageIndex, List<FName>> SearchableNames;

Thumbnails

Map of object full names to the thumbnails

public Dictionary<string, FObjectThumbnail> Thumbnails;

WorldTileInfo

Tile information used by WorldComposition. Defines properties necessary for tile positioning in the world.

public FWorldTileInfo WorldTileInfo;

MapStructTypeOverride

In MapProperties that have StructProperties as their keys or values, there is no universal, context-free way to determine the type of the struct.

To that end, this dictionary maps MapProperty names to the type of the structs within them (tuple of key struct type and value struct type) if they are not None-terminated property lists.

public Dictionary<string, Tuple<FString, FString>> MapStructTypeOverride;

ArrayStructTypeOverride

IN ENGINE VERSIONS BEFORE ObjectVersion.VER_UE4_INNER_ARRAY_TAG_INFO:

In ArrayProperties that have StructProperties as their keys or values, there is no universal, context-free way to determine the type of the struct. To that end, this dictionary maps ArrayProperty names to the type of the structs within them.

public Dictionary<string, FString> ArrayStructTypeOverride;

Properties

PackageFlags

The flags for this package.

public EPackageFlags PackageFlags { get; set; }

Property Value

EPackageFlags

HasUnversionedProperties

Whether or not this asset uses unversioned properties.

public bool HasUnversionedProperties { get; }

Property Value

Boolean

IsFilterEditorOnly

Whether or not this asset has PKG_FilterEditorOnly flag.

public bool IsFilterEditorOnly { get; }

Property Value

Boolean

Constructors

UAsset(String, EngineVersion, Usmap, CustomSerializationFlags)

Reads an asset from disk and initializes a new instance of the UAsset class to store its data in memory.

public UAsset(string path, EngineVersion engineVersion, Usmap mappings, CustomSerializationFlags customSerializationFlags)

Parameters

path String
The path of the asset file on disk that this instance will read from.

engineVersion EngineVersion
The version of the Unreal Engine that will be used to parse this asset. If the asset is versioned, this can be left unspecified.

mappings Usmap
A valid set of mappings for the game that this asset is from. Not required unless unversioned properties are used.

customSerializationFlags CustomSerializationFlags
A set of custom serialization flags, which can be used to override certain optional behavior in how UAssetAPI serializes assets.

Exceptions

UnknownEngineVersionException
Thrown when this is an unversioned asset and ObjectVersion is unspecified.

FormatException
Throw when the asset cannot be parsed correctly.

UAsset(AssetBinaryReader, EngineVersion, Usmap, Boolean, CustomSerializationFlags)

Reads an asset from a BinaryReader and initializes a new instance of the UAsset class to store its data in memory.

public UAsset(AssetBinaryReader reader, EngineVersion engineVersion, Usmap mappings, bool useSeparateBulkDataFiles, CustomSerializationFlags customSerializationFlags)

Parameters

reader AssetBinaryReader
The asset's BinaryReader that this instance will read from. If a .uexp file exists, the .uexp file's data should be appended to the end of the .uasset file's data.

engineVersion EngineVersion
The version of the Unreal Engine that will be used to parse this asset. If the asset is versioned, this can be left unspecified.

mappings Usmap
A valid set of mappings for the game that this asset is from. Not required unless unversioned properties are used.

useSeparateBulkDataFiles Boolean
Does this asset uses separate bulk data files (.uexp, .ubulk)?

customSerializationFlags CustomSerializationFlags
A set of custom serialization flags, which can be used to override certain optional behavior in how UAssetAPI serializes assets.

Exceptions

UnknownEngineVersionException
Thrown when this is an unversioned asset and ObjectVersion is unspecified.

FormatException
Throw when the asset cannot be parsed correctly.

UAsset(EngineVersion, Usmap, CustomSerializationFlags)

Initializes a new instance of the UAsset class. This instance will store no asset data and does not represent any asset in particular until the UAsset.Read(AssetBinaryReader, Int32[], Int32[]) method is manually called.

public UAsset(EngineVersion engineVersion, Usmap mappings, CustomSerializationFlags customSerializationFlags)

Parameters

engineVersion EngineVersion
The version of the Unreal Engine that will be used to parse this asset. If the asset is versioned, this can be left unspecified.

mappings Usmap
A valid set of mappings for the game that this asset is from. Not required unless unversioned properties are used.

customSerializationFlags CustomSerializationFlags
A set of custom serialization flags, which can be used to override certain optional behavior in how UAssetAPI serializes assets.

UAsset(String, ObjectVersion, ObjectVersionUE5, List<CustomVersion>, Usmap, CustomSerializationFlags)

Reads an asset from disk and initializes a new instance of the UAsset class to store its data in memory.

public UAsset(string path, ObjectVersion objectVersion, ObjectVersionUE5 objectVersionUE5, List<CustomVersion> customVersionContainer, Usmap mappings, CustomSerializationFlags customSerializationFlags)

Parameters

path String
The path of the asset file on disk that this instance will read from.

objectVersion ObjectVersion
The UE4 object version of the Unreal Engine that will be used to parse this asset.

objectVersionUE5 ObjectVersionUE5
The UE5 object version of the Unreal Engine that will be used to parse this asset.

customVersionContainer List<CustomVersion>
A list of custom versions to parse this asset with.

mappings Usmap
A valid set of mappings for the game that this asset is from. Not required unless unversioned properties are used.

customSerializationFlags CustomSerializationFlags
A set of custom serialization flags, which can be used to override certain optional behavior in how UAssetAPI serializes assets.

Exceptions

UnknownEngineVersionException
Thrown when this is an unversioned asset and ObjectVersion is unspecified.

FormatException
Throw when the asset cannot be parsed correctly.

UAsset(AssetBinaryReader, ObjectVersion, ObjectVersionUE5, List<CustomVersion>, Usmap, Boolean, CustomSerializationFlags)

Reads an asset from a BinaryReader and initializes a new instance of the UAsset class to store its data in memory.

public UAsset(AssetBinaryReader reader, ObjectVersion objectVersion, ObjectVersionUE5 objectVersionUE5, List<CustomVersion> customVersionContainer, Usmap mappings, bool useSeparateBulkDataFiles, CustomSerializationFlags customSerializationFlags)

Parameters

reader AssetBinaryReader
The asset's BinaryReader that this instance will read from.

objectVersion ObjectVersion
The UE4 object version of the Unreal Engine that will be used to parse this asset.

objectVersionUE5 ObjectVersionUE5
The UE5 object version of the Unreal Engine that will be used to parse this asset.

customVersionContainer List<CustomVersion>
A list of custom versions to parse this asset with.

mappings Usmap
A valid set of mappings for the game that this asset is from. Not required unless unversioned properties are used.

useSeparateBulkDataFiles Boolean
Does this asset uses separate bulk data files (.uexp, .ubulk)?

customSerializationFlags CustomSerializationFlags
A set of custom serialization flags, which can be used to override certain optional behavior in how UAssetAPI serializes assets.

Exceptions

UnknownEngineVersionException
Thrown when this is an unversioned asset and ObjectVersion is unspecified.

FormatException
Throw when the asset cannot be parsed correctly.

UAsset(ObjectVersion, ObjectVersionUE5, List<CustomVersion>, Usmap, CustomSerializationFlags)

Initializes a new instance of the UAsset class. This instance will store no asset data and does not represent any asset in particular until the UAsset.Read(AssetBinaryReader, Int32[], Int32[]) method is manually called.

public UAsset(ObjectVersion objectVersion, ObjectVersionUE5 objectVersionUE5, List<CustomVersion> customVersionContainer, Usmap mappings, CustomSerializationFlags customSerializationFlags)

Parameters

objectVersion ObjectVersion
The UE4 object version of the Unreal Engine that will be used to parse this asset.

objectVersionUE5 ObjectVersionUE5
The UE5 object version of the Unreal Engine that will be used to parse this asset.

customVersionContainer List<CustomVersion>
A list of custom versions to parse this asset with.

mappings Usmap
A valid set of mappings for the game that this asset is from. Not required unless unversioned properties are used.

customSerializationFlags CustomSerializationFlags
A set of custom serialization flags, which can be used to override certain optional behavior in how UAssetAPI serializes assets.

UAsset()

Initializes a new instance of the UAsset class. This instance will store no asset data and does not represent any asset in particular until the UAsset.Read(AssetBinaryReader, Int32[], Int32[]) method is manually called.

public UAsset()

Methods

VerifyBinaryEquality()

Checks whether or not this asset maintains binary equality when serialized.

public bool VerifyBinaryEquality()

Returns

Boolean
Whether or not the asset maintained binary equality.

GetParentClass(FName&, FName&)

Finds the class path and export name of the SuperStruct of this asset, if it exists.

public void GetParentClass(FName& parentClassPath, FName& parentClassExportName)

Parameters

parentClassPath FName&
The class path of the SuperStruct of this asset, if it exists.

parentClassExportName FName&
The export name of the SuperStruct of this asset, if it exists.

GetParentClassExportName(FName&)

internal FName GetParentClassExportName(FName& modulePath)

Parameters

modulePath FName&

Returns

FName

AddImport(Import)

Adds a new import to the import map. This is equivalent to adding directly to the UAsset.Imports list.

public FPackageIndex AddImport(Import li)

Parameters

li Import
The new import to add to the import map.

Returns

FPackageIndex
The FPackageIndex corresponding to the newly-added import.

SearchForImport(FName, FName, FPackageIndex, FName)

Searches for an import in the import map based off of certain parameters.

public int SearchForImport(FName classPackage, FName className, FPackageIndex outerIndex, FName objectName)

Parameters

classPackage FName
The ClassPackage that the requested import will have.

className FName
The ClassName that the requested import will have.

outerIndex FPackageIndex
The CuterIndex that the requested import will have.

objectName FName
The ObjectName that the requested import will have.

Returns

Int32
The index of the requested import in the name map, or zero if one could not be found.

SearchForImport(FName, FName, FName)

Searches for an import in the import map based off of certain parameters.

public int SearchForImport(FName classPackage, FName className, FName objectName)

Parameters

classPackage FName
The ClassPackage that the requested import will have.

className FName
The ClassName that the requested import will have.

objectName FName
The ObjectName that the requested import will have.

Returns

Int32
The index of the requested import in the name map, or zero if one could not be found.

SearchForImport(FName)

Searches for an import in the import map based off of certain parameters.

public int SearchForImport(FName objectName)

Parameters

objectName FName
The ObjectName that the requested import will have.

Returns

Int32
The index of the requested import in the name map, or zero if one could not be found.

PullSchemasFromAnotherAsset(FName, FName)

public bool PullSchemasFromAnotherAsset(FName path, FName desiredObject)

Parameters

path FName

desiredObject FName

Returns

Boolean

CopySplitUp(Stream, Stream, Int32, Int32)

Copies a portion of a stream to another stream.

internal static void CopySplitUp(Stream input, Stream output, int start, int leng)

Parameters

input Stream
The input stream.

output Stream
The output stream.

start Int32
The offset in the input stream to start copying from.

leng Int32
The length in bytes of the data to be copied.

Read(AssetBinaryReader, Int32[], Int32[])

Reads an asset into memory.

public void Read(AssetBinaryReader reader, Int32[] manualSkips, Int32[] forceReads)

Parameters

reader AssetBinaryReader
The input reader.

manualSkips Int32[]
An array of export indices to skip parsing. For most applications, this should be left blank.

forceReads Int32[]
An array of export indices that must be read, overriding entries in the manualSkips parameter. For most applications, this should be left blank.

Exceptions

UnknownEngineVersionException
Thrown when this is an unversioned asset and ObjectVersion is unspecified.

FormatException
Throw when the asset cannot be parsed correctly.

WriteData()

Serializes an asset from memory.

public MemoryStream WriteData()

Returns

MemoryStream
A new MemoryStream containing the full binary data of the serialized asset.

Write(MemoryStream&, MemoryStream&)

Serializes and writes an asset to two split streams (.uasset and .uexp) from memory.

public void Write(MemoryStream& uassetStream, MemoryStream& uexpStream)

Parameters

uassetStream MemoryStream&
A stream containing the contents of the .uasset file.

uexpStream MemoryStream&
A stream containing the contents of the .uexp file, if needed, otherwise null.

Exceptions

UnknownEngineVersionException
Thrown when ObjectVersion is unspecified.

Write(String)

Serializes and writes an asset to disk from memory.

public void Write(string outputPath)

Parameters

outputPath String
The path on disk to write the asset to.

Exceptions

UnknownEngineVersionException
Thrown when ObjectVersion is unspecified.

SerializeJson(Boolean)

Serializes this asset as JSON.

public string SerializeJson(bool isFormatted)

Parameters

isFormatted Boolean
Whether or not the returned JSON string should be indented.

Returns

String
A serialized JSON string that represents the asset.

SerializeJson(Formatting)

Serializes this asset as JSON.

public string SerializeJson(Formatting jsonFormatting)

Parameters

jsonFormatting Formatting
The formatting to use for the returned JSON string.

Returns

String
A serialized JSON string that represents the asset.

SerializeJsonObject(Object, Boolean)

Serializes an object as JSON.

public string SerializeJsonObject(object value, bool isFormatted)

Parameters

value Object
The object to serialize as JSON.

isFormatted Boolean
Whether or not the returned JSON string should be indented.

Returns

String
A serialized JSON string that represents the object.

SerializeJsonObject(Object, Formatting)

Serializes an object as JSON.

public string SerializeJsonObject(object value, Formatting jsonFormatting)

Parameters

value Object
The object to serialize as JSON.

jsonFormatting Formatting
The formatting to use for the returned JSON string.

Returns

String
A serialized JSON string that represents the object.

DeserializeJsonObject<T>(String)

Deserializes an object from JSON.

public T DeserializeJsonObject<T>(string json)

Type Parameters

T

Parameters

json String
A serialized JSON string to parse.

Returns

T

DeserializeJson(String)

Reads an asset from serialized JSON and initializes a new instance of the UAsset class to store its data in memory.

public static UAsset DeserializeJson(string json)

Parameters

json String
A serialized JSON string to parse.

Returns

UAsset

DeserializeJson(Stream)

Reads an asset from serialized JSON and initializes a new instance of the UAsset class to store its data in memory.

public static UAsset DeserializeJson(Stream stream)

Parameters

stream Stream
A stream containing serialized JSON string to parse.

Returns

UAsset