Esempio n. 1
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        public override void Deserialize(FAssetArchive Ar, long validPos)
        {
            base.Deserialize(Ar, validPos);
            bStreaming = Ar.Game >= EGame.GAME_UE4_25;
            if (TryGetValue(out bool s, nameof(bStreaming))) // will return false if not found
            {
                bStreaming = s;
            }
            else if (TryGetValue(out FName loadingBehavior, "LoadingBehavior"))
            {
                bStreaming = !loadingBehavior.IsNone && loadingBehavior.Text != "ESoundWaveLoadingBehavior::ForceInline";
            }

            bCooked = Ar.ReadBoolean();
            if (!bStreaming)
            {
                if (bCooked)
                {
                    CompressedFormatData = new FFormatContainer(Ar);
                }
                else
                {
                    RawData = new FByteBulkData(Ar);
                }
                CompressedDataGuid = Ar.Read <FGuid>();
            }
            else
            {
                CompressedDataGuid  = Ar.Read <FGuid>();
                RunningPlatformData = new FStreamedAudioPlatformData(Ar);
            }
        }
Esempio n. 2
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        public FTexture2DMipMap(FAssetArchive Ar)
        {
            SizeZ = 1;
            var cooked = Ar.Ver >= UE4Version.VER_UE4_TEXTURE_SOURCE_ART_REFACTOR && Ar.ReadBoolean();

            Data = new FByteBulkData(Ar);

            if (Ar.Game == EGame.GAME_BORDERLANDS3)
            {
                SizeX = Ar.Read <ushort>();
                SizeY = Ar.Read <ushort>();
                SizeZ = Ar.Read <ushort>();
            }
            else
            {
                SizeX = Ar.Read <int>();
                SizeY = Ar.Read <int>();
                if (Ar.Game >= EGame.GAME_UE4_20)
                {
                    SizeZ = Ar.Read <int>();
                }
            }

            if (Ar.Ver >= UE4Version.VER_UE4_TEXTURE_DERIVED_DATA2 && !cooked)
            {
                var derivedDataKey = Ar.ReadFString();
            }
        }
Esempio n. 3
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 public FDistanceFieldVolumeData5(FAssetArchive Ar)
 {
     LocalSpaceMeshBounds = Ar.Read <FBox>();
     bMostlyTwoSided      = Ar.ReadBoolean();
     Mips            = Ar.ReadArray <FSparseDistanceFieldMip>(DistanceField.NumMips);
     AlwaysLoadedMip = Ar.ReadArray <byte>();
     StreamableMips  = new FByteBulkData(Ar);
 }
 public FStreamedAudioChunk(FAssetArchive Ar)
 {
     if (Ar.ReadBoolean()) // bCooked
     {
         BulkData      = new FByteBulkData(Ar);
         DataSize      = Ar.Read <int>();
         AudioDataSize = Ar.Read <int>();
     }
     else
     {
         Ar.Position -= sizeof(int);
         throw new ParserException(Ar, "StreamedAudioChunks must be cooked");
     }
 }
Esempio n. 5
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        public FVirtualTextureDataChunk(FAssetArchive Ar, uint numLayers)
        {
            CodecType          = new EVirtualTextureCodec[numLayers];
            CodecPayloadOffset = new ushort[numLayers];

            SizeInBytes      = Ar.Read <uint>();
            CodecPayloadSize = Ar.Read <uint>();
            for (uint layerIndex = 0u; layerIndex < numLayers; ++layerIndex)
            {
                CodecType[layerIndex]          = Ar.Read <EVirtualTextureCodec>();
                CodecPayloadOffset[layerIndex] = Ar.Read <ushort>();
            }
            BulkData = new FByteBulkData(Ar);
        }
Esempio n. 6
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        public FNaniteResources(FAssetArchive Ar)
        {
            var stripFlags = new FStripDataFlags(Ar);

            if (!stripFlags.IsDataStrippedForServer())
            {
                ResourceFlags          = Ar.Read <uint>();
                RootClusterPage        = Ar.ReadArray <byte>();
                StreamableClusterPages = new FByteBulkData(Ar);
                PageStreamingStates    = Ar.ReadArray <FPageStreamingState>();

                HierarchyNodes       = Ar.ReadArray(() => new FPackedHierarchyNode(Ar));
                HierarchyRootOffsets = Ar.ReadArray <uint>();
                PageDependencies     = Ar.ReadArray <uint>();
                ImposterAtlas        = Ar.ReadArray <ushort>();
                PositionPrecision    = Ar.Read <int>();
                NumInputTriangles    = Ar.Read <uint>();
                NumInputVertices     = Ar.Read <uint>();
                NumInputMeshes       = Ar.Read <ushort>();
                NumInputTexCoords    = Ar.Read <ushort>();
            }
        }
Esempio n. 7
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        public override void Deserialize(FAssetArchive Ar, long validPos)
        {
            base.Deserialize(Ar, validPos);
            bStreaming = Ar.Game >= EGame.GAME_UE4_25 && Ar.Game != EGame.GAME_GTATheTrilogyDefinitiveEdition && Ar.Game != EGame.GAME_ReadyOrNot;
            if (TryGetValue(out bool s, nameof(bStreaming))) // will return false if not found
            {
                bStreaming = s;
            }
            else if (TryGetValue(out FName loadingBehavior, "LoadingBehavior"))
            {
                bStreaming = !loadingBehavior.IsNone && loadingBehavior.Text != "ESoundWaveLoadingBehavior::ForceInline";
            }

            bCooked = Ar.ReadBoolean();

            if (Ar.Ver >= EUnrealEngineObjectUE4Version.SOUND_COMPRESSION_TYPE_ADDED && FFrameworkObjectVersion.Get(Ar) < FFrameworkObjectVersion.Type.RemoveSoundWaveCompressionName)
            {
                Ar.ReadFName(); // DummyCompressionName
            }

            if (!bStreaming)
            {
                if (bCooked)
                {
                    CompressedFormatData = new FFormatContainer(Ar);
                }
                else
                {
                    RawData = new FByteBulkData(Ar);
                }

                CompressedDataGuid = Ar.Read <FGuid>();
            }
            else
            {
                CompressedDataGuid  = Ar.Read <FGuid>();
                RunningPlatformData = new FStreamedAudioPlatformData(Ar);
            }
        }
Esempio n. 8
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        public FTexture2DMipMap(FAssetArchive Ar)
        {
            var cooked = Ar.Ver >= EUnrealEngineObjectUE4Version.TEXTURE_SOURCE_ART_REFACTOR && Ar.Game < EGame.GAME_UE5_0 ? Ar.ReadBoolean() : Ar.IsFilterEditorOnly;

            Data = new FByteBulkData(Ar);

            if (Ar.Game == EGame.GAME_Borderlands3)
            {
                SizeX = Ar.Read <ushort>();
                SizeY = Ar.Read <ushort>();
                SizeZ = Ar.Read <ushort>();
            }
            else
            {
                SizeX = Ar.Read <int>();
                SizeY = Ar.Read <int>();
                SizeZ = Ar.Game >= EGame.GAME_UE4_20 ? Ar.Read <int>() : 1;
            }

            if (Ar.Ver >= EUnrealEngineObjectUE4Version.TEXTURE_DERIVED_DATA2 && !cooked)
            {
                var derivedDataKey = Ar.ReadFString();
            }
        }
 public FAkMediaDataChunk(FAssetArchive Ar)
 {
     IsPrefetch = Ar.ReadBoolean();
     Data       = new FByteBulkData(Ar);
 }
Esempio n. 10
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        public void SerializeRenderItem(FAssetArchive Ar, bool bHasVertexColors, byte numVertexColorChannels)
        {
            if (Ar.Game < EGame.GAME_UE4_24)
            {
                SerializeRenderItem_Legacy(Ar, bHasVertexColors, numVertexColorChannels);
                return;
            }

            var stripDataFlags  = Ar.Read <FStripDataFlags>();
            var bIsLODCookedOut = Ar.ReadBoolean();
            var bInlined        = Ar.ReadBoolean();

            RequiredBones = Ar.ReadArray <short>();
            if (!stripDataFlags.IsDataStrippedForServer() && !bIsLODCookedOut)
            {
                Sections = new FSkelMeshSection[Ar.Read <int>()];
                for (var i = 0; i < Sections.Length; i++)
                {
                    Sections[i] = new FSkelMeshSection();
                    Sections[i].SerializeRenderItem(Ar);
                }

                ActiveBoneIndices = Ar.ReadArray <short>();
                Ar.Position      += 4; //var buffersSize = Ar.Read<uint>();

                if (bInlined)
                {
                    SerializeStreamedData(Ar, bHasVertexColors);
                    if (Ar.Game == EGame.GAME_ROGUECOMPANY)
                    {
                        Ar.Position += 10; // FStripDataFlags, ElementSize, ElementCount
                        Ar.SkipBulkArrayData();
                        Ar.Position += 10;
                    }
                }
                else
                {
                    var bulk = new FByteBulkData(Ar);
                    if (bulk.Header.ElementCount > 0)
                    {
                        using (var tempAr = new FByteArchive("LodReader", bulk.Data, Ar.Versions))
                        {
                            SerializeStreamedData(tempAr, bHasVertexColors);
                        }

                        var skipBytes = 5;
                        if (FUE5ReleaseStreamObjectVersion.Get(Ar) < FUE5ReleaseStreamObjectVersion.Type.RemovingTessellation && !stripDataFlags.IsClassDataStripped((byte)EClassDataStripFlag.CDSF_AdjacencyData))
                        {
                            skipBytes += 5;
                        }
                        skipBytes   += 4 * 4 + 2 * 4 + 2 * 4;
                        skipBytes   += FSkinWeightVertexBuffer.MetadataSize(Ar);
                        Ar.Position += skipBytes;

                        if (HasClothData())
                        {
                            var clothIndexMapping = Ar.ReadArray <long>();
                            Ar.Position += 2 * 4;
                        }

                        var profileNames = Ar.ReadArray(Ar.ReadFName);
                    }
                }
            }
        }
        public FStaticMeshLODResources(FAssetArchive Ar)
        {
            var stripDataFlags = Ar.Read <FStripDataFlags>();

            Sections     = Ar.ReadArray(() => new FStaticMeshSection(Ar));
            MaxDeviation = Ar.Read <float>();

            if (Ar.Game < EGame.GAME_UE4_23)
            {
                if (!stripDataFlags.IsDataStrippedForServer() && !stripDataFlags.IsClassDataStripped((byte)EClassDataStripFlag.CDSF_MinLodData))
                {
                    SerializeBuffersLegacy(Ar, stripDataFlags);
                }

                return;
            }

            var bIsLODCookedOut = Ar.ReadBoolean();
            var bInlined        = Ar.ReadBoolean();

            if (Ar.Game == EGame.GAME_ROGUECOMPANY)
            {
                bInlined = true;
            }

            if (!stripDataFlags.IsDataStrippedForServer() && !bIsLODCookedOut)
            {
                if (bInlined)
                {
                    SerializeBuffers(Ar);
                    if (Ar.Game == EGame.GAME_ROGUECOMPANY)
                    {
                        Ar.Position += 10;
                    }
                }
                else
                {
                    var bulkData = new FByteBulkData(Ar);
                    if (bulkData.Header.ElementCount > 0)
                    {
                        var tempAr = new FByteArchive("StaticMeshBufferReader", bulkData.Data, Ar.Versions);
                        SerializeBuffers(tempAr);
                        tempAr.Dispose();
                    }

                    // https://github.com/EpicGames/UnrealEngine/blob/4.27/Engine/Source/Runtime/Engine/Private/StaticMesh.cpp#L560
                    Ar.Position += 8; // DepthOnlyNumTriangles + Packed
                    Ar.Position += 4 * 4 + 2 * 4 + 2 * 4 + 5 * 2 * 4;
                    // StaticMeshVertexBuffer = 2x int32, 2x bool
                    // PositionVertexBuffer = 2x int32
                    // ColorVertexBuffer = 2x int32
                    // IndexBuffer = int32 + bool
                    // ReversedIndexBuffer
                    // DepthOnlyIndexBuffer
                    // ReversedDepthOnlyIndexBuffer
                    // WireframeIndexBuffer
                    if (FUE5ReleaseStreamObjectVersion.Get(Ar) < FUE5ReleaseStreamObjectVersion.Type.RemovingTessellation)
                    {
                        Ar.Position += 2 * 4; // AdjacencyIndexBuffer
                    }
                }
            }

            // FStaticMeshBuffersSize
            // uint32 SerializedBuffersSize = 0;
            // uint32 DepthOnlyIBSize       = 0;
            // uint32 ReversedIBsSize       = 0;
            Ar.Position += 12;
        }
Esempio n. 12
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        // UE ref https://github.com/EpicGames/UnrealEngine/blob/26450a5a59ef65d212cf9ce525615c8bd673f42a/Engine/Source/Runtime/Engine/Private/SkeletalMeshLODRenderData.cpp#L710
        public void SerializeRenderItem(FAssetArchive Ar, bool bHasVertexColors, byte numVertexColorChannels)
        {
            var stripDataFlags  = Ar.Read <FStripDataFlags>();
            var bIsLODCookedOut = false;

            if (Ar.Game != EGame.GAME_Splitgate)
            {
                bIsLODCookedOut = Ar.ReadBoolean();
            }
            var bInlined = Ar.ReadBoolean();

            RequiredBones = Ar.ReadArray <short>();
            if (!stripDataFlags.IsDataStrippedForServer() && !bIsLODCookedOut)
            {
                Sections = new FSkelMeshSection[Ar.Read <int>()];
                for (var i = 0; i < Sections.Length; i++)
                {
                    Sections[i] = new FSkelMeshSection();
                    Sections[i].SerializeRenderItem(Ar);
                }

                ActiveBoneIndices = Ar.ReadArray <short>();

                if (Ar.Game == EGame.GAME_KenaBridgeofSpirits)
                {
                    Ar.ReadArray <byte>(); // EAssetType_array1
                }
                Ar.Position += 4;          //var buffersSize = Ar.Read<uint>();

                if (bInlined)
                {
                    SerializeStreamedData(Ar, bHasVertexColors);
                    if (Ar.Game == EGame.GAME_RogueCompany)
                    {
                        Ar.Position += 12; // 1 (Long) + 2^16 (Int)
                        var elementSize  = Ar.Read <int>();
                        var elementCount = Ar.Read <int>();
                        if (elementSize > 0 && elementCount > 0)
                        {
                            Ar.SkipBulkArrayData();
                        }
                    }
                }
                else
                {
                    var bulk = new FByteBulkData(Ar);
                    if (bulk.Header.ElementCount > 0)
                    {
                        using (var tempAr = new FByteArchive("LodReader", bulk.Data, Ar.Versions))
                        {
                            SerializeStreamedData(tempAr, bHasVertexColors);
                        }

                        var skipBytes = 5;
                        if (FUE5ReleaseStreamObjectVersion.Get(Ar) < FUE5ReleaseStreamObjectVersion.Type.RemovingTessellation && !stripDataFlags.IsClassDataStripped((byte)EClassDataStripFlag.CDSF_AdjacencyData))
                        {
                            skipBytes += 5;
                        }
                        skipBytes   += 4 * 4 + 2 * 4 + 2 * 4;
                        skipBytes   += FSkinWeightVertexBuffer.MetadataSize(Ar);
                        Ar.Position += skipBytes;

                        if (HasClothData())
                        {
                            var clothIndexMapping = Ar.ReadArray <long>();
                            Ar.Position += 2 * 4;
                        }

                        var profileNames = Ar.ReadArray(Ar.ReadFName);
                    }
                }
            }

            if (Ar.Game == EGame.GAME_ReadyOrNot)
            {
                Ar.Position += 4;
            }
        }