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Author Topic: Meaning of unreadable characters  (Read 689 times)
BlendSkill
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« on: May 08, 2019, 21:16 »

Hello
I would like to analyze Uasset files but each file arguments are followed by unreadable characters. Does anyone know how to interpret them?
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BlendSkill
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« Reply #1 on: May 08, 2019, 21:18 »

https://image.noelshack.com/fichiers/2019/19/3/1557335868-capture.png
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Gildor
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« Reply #2 on: May 08, 2019, 21:19 »

Man, Unreal uses BINARY data formats, but you're trying to see something in TEXT editor?
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BlendSkill
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« Reply #3 on: May 08, 2019, 21:22 »

The text editor has a window to view the data: https://image.noelshack.com/fichiers/2019/19/3/1557336119-capture.png
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BlendSkill
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« Reply #4 on: May 08, 2019, 21:25 »

With which tool can I read them?
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BlendSkill
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« Reply #5 on: May 08, 2019, 21:29 »

I'm sorry if I'm wrong, I'm a beginner in programming.
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Gildor
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« Reply #6 on: May 08, 2019, 21:51 »

Those are binary data. For instance, 4 sequential characters could mean 32-bit integer in little endian format.
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BlendSkill
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« Reply #7 on: May 08, 2019, 21:54 »

And do you know what these integers mean? An order of execution?
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Gildor
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« Reply #8 on: May 08, 2019, 22:17 »

No. To analyze binary data, you should
1. understand what piece of data you're checking - I'm using my "package extractor" tool to split whole uasset to pieces
2. read UE4 C++ code which read this kind of object to see what data follows what.

It is very hard process, and usually I'm analyzing smaller pieces of data. For such purpose I have "DUMP_ARC_DATA" macro in UModel which could be inserted into any serialization point.

In very hard cases I'm trying to load the object into UE4 and use debugger for step-by-step analysis. I'm preparing some sample UE4 project for that, packaging the game (to make files cooked), then debugging over packaged game. Debugging over editor code is pointless because of different data format.
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BlendSkill
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« Reply #9 on: May 09, 2019, 17:56 »

OK, thanks.
If you still have some time to give me, could you briefly explain to me how to read this program: \Engine\Source\Runtime\Engine\Public\Audio.h
I don't understand it because I don't see where the link between the program and the uasset is made.
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BlendSkill
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« Reply #10 on: May 17, 2019, 19:46 »

I was able to fend for myself.
I totally understand that you're sick of me.
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Gildor
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« Reply #11 on: May 17, 2019, 20:01 »

Sometimes all of us needs to learn to be able to move forward.
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