Epic missing clean public Documentation about UE3 Serialization

It feels like a everyone who need more clues about own app serialization of Unreal Class into specific shipped games need always reverse engineering the binary from packages.

UClass is a parent of UFunction, UState UStruct, UEnum, UProperties while class extends default root UObject/UActor. That properties can be as Float, Integer, Boolean and Vector etc…

The problem isn’t a Package LZO compression or 2 others, Game version, Engine, License and Flags.

To guess the correct raw Bytecode inside functions require specialized RE tools to analyze the headers offsets, bytes structures, array or just use simple Binary editors

I managed to inspect in game assemblies for Opcodes in Ghidra. Recovered all 201 opcodes for compiler to get right bytecode structure and operands logic.

The Sourced UE3 of specific builds cooking&compile packages and unreal script as standard packages so it’s not possible to mod games like that without Dumping C++ headers.

I found a very interesting webside and forks of dumped unreal 3 SDKs.

The GNames GObjects are publicity available with even more offsets too

But it would be 100% easier to have Epic docs that teach more about Cooking content process and serialization deeper. I don’t want to Uncook or deserialize something, rather to compile and import own scripts into commercial games for gameplay user updates.

If you guys worked on this and adding mod support for your own games someone want help me at my C# mod project for unreal engine 3 games?

Its a unreal script compiler/parser that input .UC using ANTLR (ANother Tool for Language Recognition) to output .Class format for game targets.

Right now it’s not finished unreal engine tool and any help could be useful. :slight_smile:

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