i need to make an applications for my game designer to edit something in game with out opening ue4
and i want know
how i can decode blueprints uasset ?
Pretty sure you can’t. It’s a messed up binary file.
Also, pretty sure you can’t alter the project from in-game.
Why do you think you need to do it this way?
“Also, pretty sure you can’t alter the project from in-game.”
It is possible, as assets are usually UObject images and can be read as UPackage as well as saved, not sure how much of that possible in blueprint but in C++ you definitely can do a lot of things. Blueprint deprived of node data on packing thru, so it no for blueprints, besides there no point of doing that
Can oyu explain why you need to do it? What you mean by “decoding”? If you mean package encryption then game designer should provide you with key, you wont get information about ripping here. Also way you describes, shows no need to do so in runtime, because:
- you can make class that alters it’s behavior on situation and you don’t need to modify it on the go
- You can make code for editor (either editor module for the game or plugin) that edits blueprint in editor, it can do it on editor build game mode too as editor APIs are avable and blueprints source is intact.
that’s a whole other situation than editing the assets from in-game though!
why can’t you just let the designer use the engine? Setting up Source Control isn’t that hard.
thanks Evigmae
but i can open bp uassets with notepad+ and change its variables name and its values in string case and it work correctly! but the problem is about int or flout value,s that i cant find defaults values of that and the other problem is i cant change any name or string value to something with different number of character
ya you right otherwise i couldn’t open them with notepade+ i mean where can i find exact information’s about uassets file’s structure so that i could edit them… you know when i change some value like “nosov” to “nosir” there is no problem but when i change it to “yessir” unreal would crash because number of “nosvo” character and “yessir” is different
my Problem is about config variables
my config variables which have non English names not load with their default value that i write in config files like DefaultGame.ini however which variables have English name load aright their string value
let it go and let focus on uasset editing because we cant solve engine bug
and editing uasset’s can give us more ability…
thank you so much
can you give me more leads about?``
he want see and Compare against all variables together some thing like excel and the other reason is ue4 it heavy to load on laptop
and if make it i can draw for he some chart for better Analise
You use that ini file you write is encoded in unicode?
Seems like it would be easier to use data tables sourced from csv that is shared like on Google Drive or source control.
Then all your strings and other content can be managed outside the engine but updated automatically every time you open the project.
thank you
plz give me more lead about it
here you go mate
i knew about it
in this way i need to fill data tables in bp and that’s mean every object will load csv. think about bult object
but our friend told “Then all your strings and other content can be managed outside the engine but updated automatically every time you open the project”
Those steps describe filling the data table at runtime rather than design time, but maybe that’s even better if you can get it to work.
it’s sound like the best way is making a plug-in in this way i’m in engine and At the same time i don’t need to run time
but now the new question is what the function can set default variables or some lead’s about it (where can i find that)?