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Author Topic: [UE4] Uncharted Waters Origin  (Read 4192 times)
spiritovod
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[UE4] Uncharted Waters Origin
« on: June 17, 2022, 05:40 »

Game: Uncharted Waters Origin (official site)
UE4 version: 4.27
AES key: in the same place as usual (link)

For proper support use specific umodel build from this topic with game specific override. Note that most assets are done with spine, which can be exported with the specific build, but should be processed externally in corresponding tools.

With latest specific build you can open packages directly without extracting them, but if you want to extract some assets, which are not supported by umodel, you can use respective quickbms script from specific scripts bundle, available in topic with keys. For more info read sticked topic and this post (and also this one).


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« Last Edit: February 23, 2026, 00:35 by spiritovod » Logged
lnk2wy
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Re: [UE4] Uncharted Waters Origin
« Reply #1 on: October 15, 2025, 18:31 »

Hi, spiritovod,
First of all, I want to thank you for providing the BMS script for Uncharted Waters Origins.
I have successfully unpacked the game's PAK files using the BMS script you provided.
However, I have encountered another problem. I want to access the game's data, which is stored in the unpacked BSON files.
But these BSON files are encrypted and cannot be directly converted to JSON using the bsondump tool.
It seems that reverse engineering the encryption algorithm is required, but I do not understand reverse engineering.
I wonder if you could take a look at this. If it is not too much trouble, is it possible to also process these encrypted BSON files using the BMS script?
Thank you!
I put some bson files unpacked from the game for your reference in the blow link.
https://drive.google.com/file/d/1nYYlYVSYzBL27aIBd2xbd_ALiA6ew9WL/view?usp=drive_link
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spiritovod
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Re: [UE4] Uncharted Waters Origin
« Reply #2 on: October 16, 2025, 18:03 »

@lnk2wy: In most cases I can only provide help for native object types, which are supported by umodel (if possible). The rest is out of my and this forum's scope. Also in this case bson is processed via lua, so it may be not a custom/encrypted binary json, but a custom format as well.
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lnk2wy
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Re: [UE4] Uncharted Waters Origin
« Reply #3 on: October 16, 2025, 19:10 »

@lnk2wy: In most cases I can only provide help for native object types, which are supported by umodel (if possible). The rest is out of my and this forum's scope. Also in this case bson is processed via lua, so it may be not a custom/encrypted binary json, but a custom format as well.
Thanks for your reply.
This game seems to be well protected.
Anyway, thank you.
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spiritovod
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Re: [UE4] Uncharted Waters Origin
« Reply #4 on: February 23, 2026, 00:53 »

Specific build mentioned in the first post is updated to support game packages directly without extraction. It also supports spine assets now (for export only). Note that if you're exporting the whole folder, there may be texture duplicates (one from actual texture export and one from references in atlas) placed in different folders.

Spine export was created in the way it would be compatible with most spine viewers, which expects for all related files to be present in the same folder. Though it will work out of the box only for simple cases. In more complex cases, for example with multiple skins from different atlases linked to single skeleton, you will need to rename files manually anyway or use more advanced spine tools.


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