UnrealPackage
Namespace: UAssetAPI
public abstract class UnrealPackage : UAssetAPI.IO.INameMap
Inheritance Object → UnrealPackage
Implements INameMap
Fields
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
HasUnversionedProperties
Whether or not this asset uses unversioned properties.
public bool HasUnversionedProperties { get; }
Property Value
IsFilterEditorOnly
Whether or not this asset has PKG_FilterEditorOnly flag.
public bool IsFilterEditorOnly { get; }
Property Value
Methods
FixNameMapLookupIfNeeded()
internal void FixNameMapLookupIfNeeded()
GetNameMapIndexList()
Returns the name map as a read-only list of FStrings.
public IReadOnlyList<FString> GetNameMapIndexList()
Returns
IReadOnlyList<FString>
The name map as a read-only list of FStrings.
ClearNameIndexList()
Clears the name map. This method should be used with extreme caution, as it may break unparsed references to the name map.
public void ClearNameIndexList()
SetNameReference(Int32, FString)
Replaces a value in the name map at a particular index.
public void SetNameReference(int index, FString value)
Parameters
index
Int32
The index to overwrite in the name map.
value
FString
The value that will be replaced in the name map.
GetNameReference(Int32)
Gets a value in the name map at a particular index.
public FString GetNameReference(int index)
Parameters
index
Int32
The index to return the value at.
Returns
FString
The value at the index provided.
GetNameReferenceWithoutZero(Int32)
Gets a value in the name map at a particular index, but with the index zero being treated as if it is not valid.
public FString GetNameReferenceWithoutZero(int index)
Parameters
index
Int32
The index to return the value at.
Returns
FString
The value at the index provided.
ContainsNameReference(FString)
Checks whether or not the value exists in the name map.
public bool ContainsNameReference(FString search)
Parameters
search
FString
The value to search the name map for.
Returns
Boolean
true if the value appears in the name map, otherwise false.
SearchNameReference(FString)
Searches the name map for a particular value.
public int SearchNameReference(FString search)
Parameters
search
FString
The value to search the name map for.
Returns
Int32
The index at which the value appears in the name map.
Exceptions
NameMapOutOfRangeException
Thrown when the value provided does not appear in the name map.
AddNameReference(FString, Boolean)
Adds a new value to the name map.
public int AddNameReference(FString name, bool forceAddDuplicates)
Parameters
name
FString
The value to add to the name map.
forceAddDuplicates
Boolean
Whether or not to add a new entry if the value provided already exists in the name map.
Returns
Int32
The index of the new value in the name map. If the value already existed in the name map beforehand, that index will be returned instead.
Exceptions
ArgumentException
Thrown when forceAddDuplicates is false and the value provided is null or empty.
CanCreateDummies()
Whether or not we can create dummies in this name map. If false, attempting to define a dummy will append to the name map instead.
public bool CanCreateDummies()
Returns
Boolean
A boolean.
PathToStream(String)
Creates a MemoryStream from an asset path.
public MemoryStream PathToStream(string p)
Parameters
p
String
The path to the input file.
Returns
MemoryStream
A new MemoryStream that stores the binary data of the input file.
PathToReader(String)
Creates a BinaryReader from an asset path.
public AssetBinaryReader PathToReader(string p)
Parameters
p
String
The path to the input file.
Returns
AssetBinaryReader
A new BinaryReader that stores the binary data of the input file.
GetClassExport()
Searches for and returns this asset's ClassExport, if one exists.
public ClassExport GetClassExport()
Returns
ClassExport
The asset's ClassExport if one exists, otherwise null.
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
ResolveAncestries()
Resolves the ancestry of all properties present in this asset.
public void ResolveAncestries()
FindAssetOnDiskFromPath(String)
Attempt to find another asset on disk given an asset path (i.e. one starting with /Game/).
public string FindAssetOnDiskFromPath(string path)
Parameters
path
String
The asset path.
Returns
String
The path to the file on disk, or null if none could be found.
PullSchemasFromAnotherAsset(FName, FName)
Pull necessary schemas from another asset on disk by examining its StructExports. Updates the mappings in-situ.
public bool PullSchemasFromAnotherAsset(FName path, FName desiredObject)
Parameters
path
FName
The relative path or name to the other asset.
desiredObject
FName
The object that this asset is being accessed for. Optional.
Returns
Boolean
Whether or not the operation was completed successfully.
SetEngineVersion(EngineVersion)
Sets the version of the Unreal Engine to use in serialization.
public void SetEngineVersion(EngineVersion newVersion)
Parameters
newVersion
EngineVersion
The new version of the Unreal Engine to use in serialization.
Exceptions
InvalidOperationException
Thrown when an invalid EngineVersion is specified.
GetEngineVersion(ObjectVersion, ObjectVersionUE5, List<CustomVersion>)
public static EngineVersion GetEngineVersion(ObjectVersion objectVersion, ObjectVersionUE5 objectVersionUE5, List<CustomVersion> customVersionContainer)
Parameters
objectVersion
ObjectVersion
objectVersionUE5
ObjectVersionUE5
customVersionContainer
List<CustomVersion>
Returns
GetEngineVersion()
Estimates the retail version of the Unreal Engine based on the object and custom versions.
public EngineVersion GetEngineVersion()
Returns
EngineVersion
The estimated retail version of the Unreal Engine.
GetCustomVersion(Guid)
Fetches the version of a custom version in this asset.
public int GetCustomVersion(Guid key)
Parameters
key
Guid
The GUID of the custom version to retrieve.
Returns
Int32
The version of the retrieved custom version.
GetCustomVersion(String)
Fetches the version of a custom version in this asset.
public int GetCustomVersion(string friendlyName)
Parameters
friendlyName
String
The friendly name of the custom version to retrieve.
Returns
Int32
The version of the retrieved custom version.
GetCustomVersion<T>()
Fetches a custom version's enum value based off of its type.
public T GetCustomVersion<T>()
Type Parameters
T
The enum type of the custom version to retrieve.
Returns
T
The enum value of the requested custom version.
Exceptions
ArgumentException
Thrown when T is not an enumerated type.
GuessCustomVersionFromTypeAndEngineVersion(EngineVersion, Type)
public static int GuessCustomVersionFromTypeAndEngineVersion(EngineVersion chosenVersion, Type typ)
Parameters
chosenVersion
EngineVersion
typ
Type
Returns
GetDefaultCustomVersionContainer(EngineVersion)
Fetches a list of all default custom versions for a specific Unreal version.
public static List<CustomVersion> GetDefaultCustomVersionContainer(EngineVersion chosenVersion)
Parameters
chosenVersion
EngineVersion
The version of the engine to check against.
Returns
List<CustomVersion>
A list of all the default custom version values for the given engine version.
ConvertExportToChildExportAndRead(AssetBinaryReader, Int32)
protected void ConvertExportToChildExportAndRead(AssetBinaryReader reader, int i)
Parameters
reader
AssetBinaryReader
i
Int32
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 indexes to skip parsing. For most applications, this should be left blank.
forceReads
Int32[]
An array of export indexes 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 UnrealPackage.ObjectVersion is unspecified.
FormatException
Throw when the asset cannot be parsed correctly.
WriteData()
Serializes an asset from memory.
public MemoryStream WriteData()
Returns
MemoryStream
A stream that the asset has been serialized to.
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 UnrealPackage.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 UnrealPackage.ObjectVersion is unspecified.