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Unkown FPropertyType: TextProperty #1
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Your save file is 19 megabytes, and it's full of data structures that seem to be non-standard. Most saves that I've tested this on are less than 100 KB in size. I'll look into it, but I can't promise anything. This would be the ultimate stress-test for this project. May I ask what game it's from? |
It’s from BreathEdge. I think most of the data is locations for objects you’ve moved around in the game.
No worries. The reason I needed your code was to fix a save game file. I’ve since resolved the problem, but don’t know if something like it would creep up again. A general purpose Unreal Engine save game editor, though, would be handy. Looks like no one has yet to make one successfully. If I’m forced to, I could probably figure it out via the UE source code, but figured someone probably had already done it.
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Subject: Re: [SparkyTD/UnrealEngine.Gvas] Unkown FPropertyType: TextProperty (Issue #1)
Your save file is 19 megabytes, and it's full of data structures that seem to be non-standard. Most saves that I've tested this on are less than 100 KB in size.
I'll look into it, but I can't promise anything. This would be the ultimate stress-test for this project.
May I ask what game it's from?
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I've tried other projects that are supposed to parse UE4 saves, but as far as I can tell, mine is the most complete. As the readme states, it can fully parse, edit and save GVAS files from 5 different games, without any problems. (more specifically, it can read the file, parse it, write it back to the disk, and the hash of this new file will match the original if no edits were made). I'll definitely try to make your files work when I have time. In the meantime, if you would like to try it yourself, use this project as a base, PRs are welcome. The way it works is pretty simple: For each UE4 data type there is a corresponding class in the So far I've found two issues with your save file:
Here's a rough overview of what a single property looks like, in case you want to help:
There are of course more complex types like Arrays, Maps and Structs that can have multiple fields. Note, that the UE source code is insanely complex, trying to reverse-engineer the file itself is much easier than trying to understand the code in my opinion. If you still want to try using the UE4 code, than you'll want to look at the FArchive class, as it represents the data section of a save file. You can create an |
Just got your project and ran it with this file:
SaveGame1.zip
I don't know enough about the structure, or have documentation to debug it easily. Can you shed some light? Thanks.
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