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Author Topic: bsm, umap, and ulevel  (Read 3063 times)
espnsThirtyForThirty
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bsm, umap, and ulevel
« on: July 04, 2023, 01:37 »

Hello,

I just started looking into the code again and checking out the unreal source. I'm wondering what the relationship is between umaps, ulevels, and the .bsm files (also and to some degree primarily interested in infinites .xxx).

Sort of separate: It looks like a ULevel has pretty much everything required to rip full levels, since it contains TArray's of references to all of the actors. I'm wondering how I can access these. Would the ULevel objects be serialized in the .bsm and .xxx files? If so, how do I scan the files to search for them? I'm not familiar with how unreal saves ULevel data, Is there a standard file structure, some header data, or maybe just some source files I could look at (like, for instance, ULevel::Serialize)?
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VendorX
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Re: bsm, umap, and ulevel
« Reply #1 on: July 11, 2023, 02:51 »

"It looks like a ULevel has pretty much everything required to rip full levels" - true, BUT you will need to reverse every single class used by the map you are trying to dump. Then write exporter. Very good C++ and UE knowledge required - but still it won't be easy.

Anyway, on archive.org find UE source code with version closed as possible to the game you are trying to reverse and use i.e. Visual Studio Code to navigate.

Good luck.
« Last Edit: July 14, 2023, 01:35 by VendorX » Logged
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