#UnrealEngine
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- Опубликовано: 10 ноя 2019
- In this video will go in details about how to use the UnrealPak commandline tool to unpack a game packed *.pak file, modify it, remove what might not be needed for the game in order to reduce the final game size, and then pack and compress the game data into a *.pak file again.
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www.mamoniem.com/
//Update:
As of today, most recent version is UE5.2 and everything in the video still doable, all commands still valid. You can still extract and repack a pak file at the same way. - Игры
I had a very specific use case for packing and unpacking, and I just wanted to pop in and say "thank you!!!" for this video. 👍
Thanks so much - this is the only place on the internets that documents how to setup an OrderFile - which is the only way you can control the mount point in the pak.
You are an F'n G muh dude! Been trying to export mesh's out of a pak file for a minute, found the unreal version in the header, installed that version, got the pak.exe and extracted like you showed. I just got my BP's, textures, and all back!!! it was UE4.12! I couldn't remember which one or get the files till now, THANK YOU!!!
Bro, all I can say is, thank you a million times! I was trying to open the .pak file I have for days with other programs and nothing was working. I used 7zip and it just gave me a bunch of unknown files that I couldn't open. This video was awesome and you are awesome! Now I just have to figure out how to decrypt all the .uasset files I have and I'll be in business. Thanks again bro!!!
hey, did you figure out how to decrypt the .uasset files?
@@asrio Yes and No. I used Fmodel and Umodel but I was only able to see some image files and even some of the models. My purpose was to access the sound and music files, but neither of these programs were able to access them. I mean, I saw the files, but there was no way to open them and actually listen to them. So, I gave up and moved on to other projects.
@@malarkeman did you tried use vgmstream tool
name of the game maybe i can help you @@malarkeman
@@peakzrl9995 It's High on Life via Steam
Great thanks! I was fumbling to get my dir in .pak right and searched the whole internet, and your tutorial is the best and the most clear!
A quite useful video, as for me. Thank you, author!
I am attempting to make my first mod, this is the only source of info for getting into pak files. Thank you!
Very informative and to the point. Learned a couple tricks from this. Thanks.
Days.... DAYS MY DUDE. I've been on the hunt for this for days and THIS is the answer! Thank you so much! I'd hug you if I could!
now i need the "Easy Input Remapping" plugin xD thanks for the video
Is it safe to delete engine/shaders/standalonerender/*? checked test game it ran fine but anyway what`s the purpose of these files? Are there similar junk files in Unity builds to delete? Also binaries/thirdparty/ICU was OK to delete in my case.
this is to this day the best video for explaining it
Hi, I got to the step of creating the project files but then the command prompt would show a window saying "unsupported 16 bit application" was wondering if the new Unreal Engine 5.0 causes that, and if so is there a way to work around it? Thanks
Thanks it help a lot I was struggling from Mount point 👌
you are the absolute best :) i knew this wasnt complicated
Welcome bro! It worked fine! Welcome so much!!
Can we compress all the pak files into one with this and save space on the HDD
How about command extraction for ecnryption .Pak ??
i have the keys for this .pak, just dont know how to extract .pak with encryption. can u pls help ?
Thanks, now i just have to locate the models and textures and figure out how to extract uasset files 😂
Easiest way to export stuff from uasset → umodel, nice 😁
Hi! Help me, please, to understand what’s the matter of my simple pak unpacking and packing back totally without any changes leads to the error - can’t open descriptor file?
Bro, this is best tutorial for .pak file. i love u
could this be used for changing the Radio station music in any of the games in gta trilogy definitive edition
how is the command for files that need the aes key? where would you add?
Can you get maps out of .pak extractions? I have a demo game from a client. The last person she worked with only gave her the demo of the game and it's not editable. We have all the assets but would love to be able to get her demo back to being editable. Does this make sence?
This tutorial can be used to change character in UE4 games?
any answer if when I -Extract and want to -Create but my extractedData folder doesn't have folders and just a single sqlite file? do I simply put the filepath to the sqlite?
is it possible to do the same thing for this typ of file .fbmod (frosty project) ?
Thanks for the video. Is there a way to just get ahold of the unpack.exe, and unpack the files, edit them, repack, and install the mod?
Wow! Dude, you're the best! 🤩
Hi, you had a great idea to unpack cooked pak files, anyway I managed to, but I wanted to ask you if you know what the difference between 'upk' files for eu3 and 'pak' files ue4 is?
Because I want to extract 'upk' from game library and of cource It not working, but I need understand what is diference bettween them to modify UnrealPak.exe in reverse eningeerng software and change text /command for associated (pdb, dll etc.) files.
Thank you
Noooo, you can't open this with any of the UE4 tools. the UPK is the old format for UE3 and perhapse UE2 and it was built in a totally different mindset. I remember there were 2 majoir thing called UnPackageUtilities and UnContentCookers, if you have the source code for UE3, then you can start from there. and the UnLinker class that links objects from the packages. Also there are many menu items used to be within the "Build" menu of the main menu bar in UnrealEd. But there weren't a standalone *.exe to run the commands in an easy way as the case in UE4. In fact, it was super chaotic in UE3 and i remember some nightmares in packaging back in the day!
Hi! When I try to pak them back up, I get an error which says that some filenames are the same. I dont understand why, because I checked most of the files and there are no copies of one another. Can you help me, please?
holy shit ,i press enter noting happens .....then BOOM a lot of files start extracting :) still working UE5 :) beast
Hey, how do you do this if the pak has an AES key? Where do you put it so it can unlock the files?
use unrealpak to extract
it if it has an aes key
Please.. any solution for" The filename, directory name, or volume label syntax is incorrect. ' dragged and typed exactly what you did.. I have UE 4.27 .. is it strictly version specific?
Thank you, nice overview :) ..though for this case, there is a "Exclude Editor Content" project setting that can be enabled in the editor. :)
Yes know about that option, give it a shot :P it still leave editor folder and editor content in the build ^_^
I would say suspecting that checkbox, was the main driving force behind unpacking the pak files to see what actually left in there. At least until 4.23 when i made that video, it was still the case.
@@_mamoniem Yes sir.. it would seem the button is a lie in 4.25+ Thank you for the head's up!
@@_mamoniem bro can u change crate opening rate of pubg mobild
@@53-panthilpatel31 is possible if you change blueprint logic
This vid helps a lot! Thanks!
I was tryna to make .sig file out of my modded .pak but then the .pak size turn into 0kb. Any clue?
Just awesome ! i didnt know that this is possible.
Is there a way to reuse the exported assets ?
i see that behind every ".usasset" file is a ".uexp" file
is there a way to bind that files together that i can re use the files ?
i also need this info
Hello, does this still work in Unreal Engine 5.2? i doubt it, because when i do this it just gives me a couple .wem files.
so, where i can learn how to re skel character / reskin character in game? liak LEON RE2, change in to Simpson like that? please help thx
Is nobody gonna mention the mouse cursor wiggle waggle
The project is corrupted after extraction. If i try to open it i get "Could not be compiled. Try rebuilding from source manually."
If i make a new project and i just paste the content folder from the extracted one no files are sowing in the editor only the folders
How do you know that a particular game was developed using a particular version of the Unereal Engine? I had a case where only the version the game is on was able to package modifications so that the game would load it
Right click on the .exe of the game, then go to “properties” of the file, in there at the “Details” tab you can see exact engine version
Stupid question but can I just open the game and edit it for mods after this?
Hi, how can I encrypt the pak file with AES-key? I have a key but I dont know how can I add this key with cmd.
Use unrealpakswitch by editing crypto.json
I followed your steps and it works perfectly, but what if I have to order the contents in the pak file? What do you do to the that because some games need the pak file contents in a certain order for it to work
It is still possible, you can have a look at the last section called "Ordering your pak file
" in this page:
docs.unrealengine.com/en-US/Engine/Basics/Projects/Packaging/index.html
Thank you bro this is so helpful
what do I do if the files are encrypted but I have the key, how do I unpack them with the key, when I try -Extract it just says couldn't find key and errors out, but when i try to add the key as a argument it says wrong syntax. please respond asap
I'm trying to repack Final Fantasy 7 Remake pak files using this program so I can mod the game, but it's not working :( The game crashes when I try to run it
it's encrypted
@@zorakbane And how do we unencrypt it?
@@pryt0n180 you gotta figure out the key
@@zorakbane How?
after i extracted it in the editor i only get folders and and the project file and thats it no models nor textures but they are there in file explorer
Hash collision for two Filenames within a PakFile - any solutions ? I didn't change any file names.
At what point I need to enter the encryption key? I have the encrypton key.
The game I want to unpack is encrypted with an AES Key, how can I extract the code? (I have the AES Key)
LogPakFile: Display: Using command line for crypto configuration
LogWindows: Error: === Critical error: ===
LogWindows: Error:
same :(
I tried this multiple times, did everything you did here but i keep getting LogWindows error and the new file has no data. Does this method still work?
Well it didn't seem to work for me, idk if im doing it wrong but im trying to do it on a game from steam that won't let me enter the PAK file
Hi, do you know if I can open an .uexp file? I've lost my project : / Thanks!
Got An Issue
When i Unpacked my game and try to open the project the uassets get corrupted?
How do i fix this?
I get error "ICU Data Directory was not discovered" if I run with newly created .pak file
Can u do this is ue4.25 or higher also do i need aes key for the pak?
This process only worked for me once and the second time I tried with another .pak file it sent me an error, that the .pak file was not found in the path, but the file was there but it no longer had the same weight and I don't know why it came back To put the .pak file with a weight of 1g for example, I opened cmd and towards the process I pressed enter and I got an error of the path the pak file is not there but as I said it was there but from weighing 1gb it went to 345kb I don't know why it will be.
😂😂😂😂😂😂😂😂
i followed the procedure just to edit .manifest files, but i can't find them or maybe the cmd doesn't extract it.
Can someone help please
You Forgot to mention that the "\*" after engine and game is needed to specify that the directory is a folder to be packed, not and individual file
it keeps saying The filename, directory name, or volume label syntax is incorrect.
could you make a video about how to reverse engineer and edit .cpp script files and rebuild it for unreal games ?
It is weird, why does Unreal Engine keep files in the Publish version that are not needed to run the game? If you want to optimize data usage of your game, you would need to go in and unpack it ... and like you show here manually delete stuff to reduce the file size.
In unreal engine you have complete control over how paks are created and even what assets go into them. If you don't change any of the default settings, yeah you're going to have a lot of unnecessary assets included.
I Subscribed and Like for this vid..gg bro
What to do if the game is encrypted and i also have the key???
Failed to find requested encryption key 00000000000000000000000000000000 extract how to fix?
What if the pak file is encrypted? What if it's my own project? I just want to verify that something is indeed being packaged.
Im in the exact same case its ennoying to turn off encryption because i dont know how to parse encryption key in the cmd
When I do it, it says "fatal error". It says: Failed to find requested encryption key 000(...)
Thank you Sooo Much for this video
Thx for Sharing Can we Retrieve uassets and cpp files that way too?
LogPakFile: Display: Using command line for crypto configuration.
LogWindows: Error: Index of pak file 'C:\Program Files\xyz\xyz\Content\Paks\xyz.pak' is encrypted, but this executable doesn't have any valid decryption keys.
What can i ?
You need a decryption key but since you don't have the version of Unreal and Unrealpak.exe that the devs did, you don't have any decryption keys and therefore can't access it.
@@Jax745 What is "unmodel"?
how do i use the AES Key in Command Prompt
Any clue how to do this with the current version of unreal since it's completely different and there is no options for packing or unpacking?
As of today latest version is 5.2, and the process is exactly the same, and all commands displayed in the video are doable in 5.2.
I try to Import files of a game but i get "xyz.uasset is unversioned and we cannot safely load unversioned files in the Editor" … what can i do?
not because unpacking will give you a *.uasset, you can copy it to your unreal project and expect it to open normally :D Not to mention, this is not allowed, and sort of "piracy", the purpose of unpacking the pak files is more about doing that for your own game pak files, not in other commercial games pak files ;)
@@_mamoniem What about using it for obtaining project files that are open source and meant to be used by the community?? That's what I'm doing. I'm running into the same problem. I see all the assets in the Windows file browser, but they won't show up in the Content Browser. (I'm using 4.27) I get this in the log:
*.uasset was saved by a previous version which is not backwards compatible with this one. Min Required Version: 214 Package Version: 0
*.uasset" is unversioned and we cannot safely load unversioned files in the editor.
For the life of me I cannot figure out how to deal with this.. I have no desire to steal assets, this is literally a community project meant for exactly this.
How I get and download the UnrealPak.exe file application?
THANKS IT WORKING ON STEAM GAME WHO USE THIS ENGINE
How to pak and encrypt with the same encryption key we used to unpak?
Added 1 entries to add to pak file
How can i fixed the problem
Or...You can just do all these in the editor?
Awesome!! very usefull
how to extract at once, for example files in a folder, lots of .pak files in that folder
how can I encrypt the pak file without AES-key??
when i tried to transform the file to pak after modify, it appears
Unable to create pak file
Nice video! But I have another problem. I would extract files from the game "Bramble - The Mountain King". But the problem is the files are in an .ucas archive. Can you make a tutorial how to extract files from this? Thank you :)
Hi, did you find how to repack .ucas ?
I lost one if my project's editor file, but I had the packaged file. Through this method, I managed to unpack it, but when I open the editor file it says "ue4 failed to load outer for resource.....". It will be very helpful if anyone knows how to resolve this.
*of
i see "error unable to access .pak file" can you help me please ?
same
how to unpack and re import assets or map in editor??
Hey man, great video, however, I wanted to extract pak files from a game to edit the assets and use them for my own, but I got this while trying to extract the pak file :
Assertion failed: Key [File:D:/Build/++UE4+Licensee/Sync/Engine/Source/Developer/PakFileUtilities/Private/PakFileUtilities.cpp] [Line: 1437]
Error : [0x00007ffb7079e047 UnrealPak-Core.dll!FDebug: :CheckVerifyFailedImpl() []
(plus a bunch of other errors indicating that UnrealPak.exe could not be executed).
Is it because the devs encrypted the data with some kind of authentication thing ? It's literally 2 meshes I'm trying to get
Don't steal content from games, buy or make your own.
OMEGALUL
@@Extrone sTFU
@@Extrone good one, you come up with those game engines on your own? the math too, did you personally discover the discipline of trigonometry on your own?
@@Extrone Who said we're trying to steal? What if people just want to make fan content?
Hey I don't know if you play Pubg Mobile, I tried searching for "How to Delete TDM voice prompt in Pubg emulator" but I couldn't find any, I don't think it will be something hard for you. can you please make a video on it or I send you the files and you delete the sound files and send it back to me. thanks
Used this to make a mod for Ready Or Not. I am so luck, I kept doing it wrong, following your tutorial incorrectly. I want to apply this to my own games now
what mod did you make? I am trying to lower the accuracy of enemies on co-op as i keep getting walled or 1 shot
no idea if you still here but i always get error when pressing "enter at the 2:50 part
hey. can i export the scene?
Hi! I can't see my package folder (windowsnoeditor) after the package process complete. But it says Package Complete. And nothing's there? Can you help me with that? Thanks!
You probably need to go to ProjectSettings->Packaging, and then enable the "Use Pak File", this will put everything within a single pak.
mamoniem I've watch many tutorial videos for basic packaging but they didn't check the .pak. And before i can make .exe i don't know what happened? Is there any issue regarding compatibility?
@@MagsJoey sorry i don't know. But all what i can guess that if you tick that option, you can get simply a single pak file, which is great, specially if your game gonna have some DLCs in the future.
mamoniem ok i will try it first. Hopefully works. Thanks a lot.
As i recall the .pak button is enabled for the default. I didn't make a changes to that.
"Wow that's a lot" I spent a while just unpacking the Halo MCC pak file so I could modify a few god damn sound files.
Bro Which Tool U Use In Repack On .pak File
Is there a way to open .pak file in unreal engine
I just wonder what is the best way to remove "junk" or unsused files from packed game.
For example, I have added sound collection asset and use only 4 sound files (which is ~22MB). I checked packed version. It put entire folder which takes 2.4GB instead of just files that I am using.
Maybe the best way is to create a new project and import map(s) (it will import only assets that you are using). And after that you can clean up rest of the files/folders as shown in this video.
Funny how epic yet didn't' tackle that issue in a better way. Yes you are right, the common way is what you mentioned, which is migrate the map to an empty new project, but this might be trouble a bit, as you would need to edit the project settings and might take some time. There are two other ways that i prefer to use:
1. Choose the maps that you want to cook only, yes we all have many test maps that we don't want to include in the final game. So, there is a nice option added in the project setting at packaging section, quite hidden, you need to press a tiny arrow to show it, it is called "List of maps to include in a packaged build", there you can choose only the maps that you want the cooker to consider, and all their references, only, and other maps with their references shall not be included.
2. If you using a source control, you can simply run a python editor script to find and delete any asset that have no reference, and then you can cook the game with the only used assets. And after finish cooking, you can simply from git or perforce, revert the deletion ;)
Hope that helps!
@@_mamoniem Hey, that's awesome. I already knew about option for List of maps to include in a packaged build but did not know that it will consider references (and ignore unused assets).
However, I usually export all .ini from the project settings and import it again when I migrate the map to an empty new project.
And also there's Exclude editor content when cooking in the Project Settings -> Packaging . Did not tested yet but maybe it will remove the content as you manually did in your video
Is it possible to replace some audio files in it and then repack?
That’s the point 😊 just need to be same name and same data type.